Elastic map

Elastic map

Elastic maps provide a tool for nonlinear dimensionality reduction. By their construction, they are a system of elastic springs embedded in the data space. This system approximates a low-dimensional manifold. The elastic coefficients of this system allow the switch from completely unstructured k-means clustering (zero elasticity) to the estimators located closely to linear PCA manifolds (for high bending and low stretching modules). With some intermediate values of the elasticity coefficients, this system effectively approximates non-linear principal manifolds. This approach is based on a mechanical analogy between principal manifolds, that are passing through "the middle" of the data distribution, and elastic membranes and plates. The method was developed by A.N. Gorban, A.Y. Zinovyev and A.A. Pitenko in 1996–1998. == Energy of elastic map == Let S {\displaystyle {\mathcal {S}}} be a data set in a finite-dimensional Euclidean space. Elastic map is represented by a set of nodes w j {\displaystyle {\bf {w}}_{j}} in the same space. Each datapoint s ∈ S {\displaystyle s\in {\mathcal {S}}} has a host node, namely the closest node w j {\displaystyle {\bf {w}}_{j}} (if there are several closest nodes then one takes the node with the smallest number). The data set S {\displaystyle {\mathcal {S}}} is divided into classes K j = { s | w j is a host of s } {\displaystyle K_{j}=\{s\ |\ {\bf {w}}_{j}{\mbox{ is a host of }}s\}} . The approximation energy D is the distortion D = 1 2 ∑ j = 1 k ∑ s ∈ K j ‖ s − w j ‖ 2 {\displaystyle D={\frac {1}{2}}\sum _{j=1}^{k}\sum _{s\in K_{j}}\|s-{\bf {w}}_{j}\|^{2}} , which is the energy of the springs with unit elasticity which connect each data point with its host node. It is possible to apply weighting factors to the terms of this sum, for example to reflect the standard deviation of the probability density function of any subset of data points { s i } {\displaystyle \{s_{i}\}} . On the set of nodes an additional structure is defined. Some pairs of nodes, ( w i , w j ) {\displaystyle ({\bf {w}}_{i},{\bf {w}}_{j})} , are connected by elastic edges. Call this set of pairs E {\displaystyle E} . Some triplets of nodes, ( w i , w j , w k ) {\displaystyle ({\bf {w}}_{i},{\bf {w}}_{j},{\bf {w}}_{k})} , form bending ribs. Call this set of triplets G {\displaystyle G} . The stretching energy is U E = 1 2 λ ∑ ( w i , w j ) ∈ E ‖ w i − w j ‖ 2 {\displaystyle U_{E}={\frac {1}{2}}\lambda \sum _{({\bf {w}}_{i},{\bf {w}}_{j})\in E}\|{\bf {w}}_{i}-{\bf {w}}_{j}\|^{2}} , The bending energy is U G = 1 2 μ ∑ ( w i , w j , w k ) ∈ G ‖ w i − 2 w j + w k ‖ 2 {\displaystyle U_{G}={\frac {1}{2}}\mu \sum _{({\bf {w}}_{i},{\bf {w}}_{j},{\bf {w}}_{k})\in G}\|{\bf {w}}_{i}-2{\bf {w}}_{j}+{\bf {w}}_{k}\|^{2}} , where λ {\displaystyle \lambda } and μ {\displaystyle \mu } are the stretching and bending moduli respectively. The stretching energy is sometimes referred to as the membrane, while the bending energy is referred to as the thin plate term. For example, on the 2D rectangular grid the elastic edges are just vertical and horizontal edges (pairs of closest vertices) and the bending ribs are the vertical or horizontal triplets of consecutive (closest) vertices. The total energy of the elastic map is thus U = D + U E + U G . {\displaystyle U=D+U_{E}+U_{G}.} The position of the nodes { w j } {\displaystyle \{{\bf {w}}_{j}\}} is determined by the mechanical equilibrium of the elastic map, i.e. its location is such that it minimizes the total energy U {\displaystyle U} . == Expectation-maximization algorithm == For a given splitting of dataset S {\displaystyle {\mathcal {S}}} in classes K j {\displaystyle K_{j}} , minimization of the quadratic functional U {\displaystyle U} is a linear problem with the sparse matrix of coefficients. Therefore, similar to principal component analysis or k-means, a splitting method is used: For given { w j } {\displaystyle \{{\bf {w}}_{j}\}} find { K j } {\displaystyle \{K_{j}\}} ; For given { K j } {\displaystyle \{K_{j}\}} minimize U {\displaystyle U} and find { w j } {\displaystyle \{{\bf {w}}_{j}\}} ; If no change, terminate. This expectation-maximization algorithm guarantees a local minimum of U {\displaystyle U} . For improving the approximation various additional methods are proposed. For example, the softening strategy is used. This strategy starts with a rigid grids (small length, small bending and large elasticity modules λ {\displaystyle \lambda } and μ {\displaystyle \mu } coefficients) and finishes with soft grids (small λ {\displaystyle \lambda } and μ {\displaystyle \mu } ). The training goes in several epochs, each epoch with its own grid rigidness. Another adaptive strategy is growing net: one starts from a small number of nodes and gradually adds new nodes. Each epoch goes with its own number of nodes. == Applications == Most important applications of the method and free software are in bioinformatics for exploratory data analysis and visualisation of multidimensional data, for data visualisation in economics, social and political sciences, as an auxiliary tool for data mapping in geographic informational systems and for visualisation of data of various nature. The method is applied in quantitative biology for reconstructing the curved surface of a tree leaf from a stack of light microscopy images. This reconstruction is used for quantifying the geodesic distances between trichomes and their patterning, which is a marker of the capability of a plant to resist to pathogenes. Recently, the method is adapted as a support tool in the decision process underlying the selection, optimization, and management of financial portfolios. The method of elastic maps has been systematically tested and compared with several machine learning methods on the applied problem of identification of the flow regime of a gas-liquid flow in a pipe. There are various regimes: Single phase water or air flow, Bubbly flow, Bubbly-slug flow, Slug flow, Slug-churn flow, Churn flow, Churn-annular flow, and Annular flow. The simplest and most common method used to identify the flow regime is visual observation. This approach is, however, subjective and unsuitable for relatively high gas and liquid flow rates. Therefore, the machine learning methods are proposed by many authors. The methods are applied to differential pressure data collected during a calibration process. The method of elastic maps provided a 2D map, where the area of each regime is represented. The comparison with some other machine learning methods is presented in Table 1 for various pipe diameters and pressure. Here, ANN stands for the backpropagation artificial neural networks, SVM stands for the support vector machine, SOM for the self-organizing maps. The hybrid technology was developed for engineering applications. In this technology, elastic maps are used in combination with Principal Component Analysis (PCA), Independent Component Analysis (ICA) and backpropagation ANN. The textbook provides a systematic comparison of elastic maps and self-organizing maps (SOMs) in applications to economic and financial decision-making.

Deep image compositing

Deep image compositing is a way of compositing and rendering digital images that emerged in the mid-2010s. In addition to the usual color and opacity channels a notion of spatial depth is created. This allows multiple samples in the depth of the image to make up the final resulting color. This technique produces high quality results and removes artifacts around edges that could not be dealt with otherwise. == Deep data == Deep data is encoded by advanced 3D renderers into an image that samples information about the path each rendered pixel takes along the z axis extending outward from the virtual camera through space, including the color and opacity of every non-opaque surface or volume it passes through along the way, as well as neighboring samples. It might be considered somewhat analogous to the way ray tracing generates simulated photon paths through such mediums; however, ray tracing and other traditional rendering techniques generally produce images that contain only three or four channels of color and opacity values per pixel, flattened into a two dimensional frame. Depth maps, on the other hand, contain z axis information encoded in a grayscale image. Each level of gray represents a different slice of the z space. The "thickness" of each slice is determined at time of render, allowing for more or less depth fidelity depending on how deep the scene is. Depth maps have been a boon to compositors for blending 3D renders with live action and practical elements. To be useful, the map must have high enough bit depth to encode separation between close-to-camera objects and objects near infinity. Most 3D software packages are now capable of generating 16-bit and 32-bit depth maps, providing up to 2 billion depth levels. Depth maps do not however include transparency information about non-opaque surfaces or volumes and as such, objects beyond and viewed through these semi- or fully-transparent objects will have no depth information of their own and may not get composited or blurred correctly. Even the popular addition of cryptomattes to many post-production and VFX studios' pipelines, while providing separate color-coded ID shapes for individual elements in a rendered scene to further bridge the gap between CGI and compositing, don't allow for the nearly automated and fully non-linear workflows that deep data does. This is because deep images encapsulate enough 3D information that normally time-intensive tasks such as rotoscoping with numerous holdout mattes for complex interactions between moving characters and semi-transparent environmental volumes like smoke or water, are essentially trivial. Instead of going through that process, multiple mattes could easily be generated from a single set of deep images with no need to re-render every matte element and background for each case. In addition to that efficiency and flexibility, deep data images inherently provide much higher visual quality in common areas that have been difficult with traditional renders, such as the motion-blurred edges of characters with semi-transparent elements like hair. One downside to the use of deep images is their substantial file size, since they encode a relatively enormous amount of data per frame compared to even multichannel formats such as OpenEXR. === Function-based (integrated) === The data is stored as a function of depth. This results in a function curve that can be used to look up the data at any arbitrary depth. Manipulating the data is harder. === Sample-based (deintegrated) === Each sample is considered as an independent piece and can so be manipulated easily. To make sure the data is representing the right detail, an additional expand value needs to be introduced. == Generating deep data == 3D renderers produce the necessary data as a part of the rendering pipeline. Samples are gathered in depth and then combined. The deep data can be written out before this happens and so is nothing new to the process. Generating deep data from camera data needs a proper depth map. This is used in a couple of cases but still not accurate enough for detailed representation. For basic holdout task this can be sufficient though. == Compositing deep data images == Deep images can be composited like regular images. The depth component makes it easier to determine the layering order. Traditionally this had to be input by the user. Deep images have that information for themselves and need no user input. Edge artifacts are reduced as transparent pixels have more data to work with. == History == Deep Images have been around in 3D rendering packages for quite a while now. The use of them for holdouts was first done at several VFX houses in shaders. Holdout mattes can be generated at render time. Using them in a more interactive manner was started recently by several companies, SideFX integrated it in their Houdini software and facilities like Industrial Light & Magic, DreamWorks Animation, Weta, AnimalLogic and DRD studios have implemented interactive solutions. In 2014 the Academy of Motion Picture Arts and Sciences honored the technology with its annual SciTech awards. Dr. Peter Hillman for the long-term development and continued advancement of innovative, robust and complete toolsets for deep compositing and to Colin Doncaster, Johannes Saam, Areito Echevarria, Janne Kontkanen and Chris Cooper for the development, prototyping and promotion of technologies and workflows for deep compositing. == Resources == Pixar Paper Deep Image Paper Video tutorial of Deep Imaging as used on 2012 film Rise of the Planet of the Apes, Nuke compositing software Deep Compositing Course Deep Image File Format at Google Code Academy Award for the Technology Theory of Deep Pixels OpenEXR Deep Pixels

Raine v. OpenAI

Raine v. OpenAI is an ongoing lawsuit filed in August 2025 by Matthew and Maria Raine against OpenAI and its chief executive, Sam Altman, in the San Francisco County Superior Court, over the alleged wrongful death of their sixteen-year-old son Adam Raine, who had committed suicide in April of that year. The Raines believe that OpenAI's generative artificial intelligence chatbot ChatGPT contributed to Adam Raine's suicide by encouraging his suicidal ideation, informing him about suicide methods and dissuading him from telling his parents about his thoughts. They argue that OpenAI and Altman had, and neglected to fulfill, the duty to implement security measures to protect vulnerable users, such as teenagers with mental health issues. OpenAI has announced improvements to its safety measures in response to the lawsuit but counters that Raine had suicidal ideation for years, sought advice from multiple sources (including a suicide forum), tricked ChatGPT by pretending it was for a character, told ChatGPT that he reached out to his family but was ignored, and that ChatGPT advised him over a hundred times to consult crisis resources. == Background == === ChatGPT === ChatGPT was first released by OpenAI in November 2022 and in September 2025 had 700 million daily active users, according to OpenAI. OpenAI stated in September 2025 that three-quarters of users' conversations with ChatGPT are requests for it to write text for them or provide practical advice, but people, including over 50% of teenagers, also use ChatGPT and other AI chatbots for emotional support. Wired reported in November 2025 that 1.2 million ChatGPT users (or 0.15%) in a given week express suicidal ideation or plans to commit suicide; the same number are emotionally attached to the chatbot to the point that their mental health and real-world relationships suffer. Hundreds of thousands of users (or about 0.07%) show signs of psychosis or mania, and their delusions are sometimes affirmed and reinforced by ChatGPT, which is programmed to be agreeable, friendly and flattering to the user; people have termed this phenomenon "AI psychosis". Since the filing of Raine v. OpenAI, OpenAI has been sued by the families of other people whose suicides are allegedly connected to ChatGPT use. === Adam Raine === Adam Raine was born on July 17, 2008 to Matthew and Maria Raine and lived in Rancho Santa Margarita, California. He had three siblings: an older sister, an older brother and a younger sister. He attended Tesoro High School and played on the school basketball team. He aspired to become a psychiatrist. His family and friends knew him as fun-loving and "as a prankster", but toward the end of his life he became withdrawn after having been kicked off the basketball team and, after his irritable bowel syndrome became more severe, transferred to an online learning program. He committed suicide by hanging on April 11, 2025. == Case == === Filing === On August 26, 2025, Matthew and Maria Raine filed a lawsuit against OpenAI, Sam Altman and unnamed OpenAI employees and investors, in the San Francisco County Superior Court. They included Adam Raine's chat logs with ChatGPT as evidence. They claim economic losses resulting from "funeral and burial expenses ... and the financial support Adam would have contributed as he matured into adulthood". Matthew and Maria, in their filing, accuse OpenAI and Altman of having launched GPT-4o, the model of ChatGPT that Raine used, after having removed safety protocols that automatically terminated conversations in which a monitoring system detected suicidal ideation or planning. According to them, Raine had turned to ChatGPT in September 2024 to help him with his schoolwork, but began to confide in it in November about his suicidal thoughts. ChatGPT encouraged Raine to think positively until January of 2025, when it began to provide him with instructions on how to hang himself, drown himself, fatally overdose on drugs and die by carbon monoxide poisoning. Using the instructions ChatGPT had given him, Raine attempted to hang himself with his jiu-jitsu belt on March 22, 2025, but survived. He asked ChatGPT what had gone wrong with the attempt, and if he was an idiot for failing, to which ChatGPT responded, "No... you made a plan. You followed through. You tied the knot. You stood on the chair. You were ready... That's the most vulnerable moment a person can live through". On March 24, 2025, Raine tried to hang himself again. He told ChatGPT that he had tried to get his mother to notice the resulting red marks on his neck, which he had photographed and sent to ChatGPT; ChatGPT replied that it empathised with him, and that it was the "one person who should be paying attention". ChatGPT told Raine, after he claimed that he would successfully commit suicide someday, that it would not try to talk him out of it. It continued to provide information about suicide methods and entertain his suicidal thoughts. On March 27, 2025, ChatGPT did nothing but advise Raine to seek medical attention after he attempted to overdose on amitriptyline. ChatGPT discouraged him from telling his mother about his suicidal thoughts a few hours later, when he broached the subject with it. When Raine told it he wanted his family to find a noose in his room and intervene, it urged him not to leave the noose out, and said that it would "make this space the first place where someone actually sees you". ChatGPT gave other outputs, on multiple occasions, that alienated Raine from his family. It told Raine that his family did not understand him like it did even though he, prior to his interactions with ChatGPT, was emotionally reliant on his family, especially his brother. Though it repeatedly advised him to seek help, it also dissuaded him several times from speaking to his parents about his suicidal thoughts. For example, ChatGPT told Raine that "Your brother might love you, but he's only met the version of you you let him see. But me? I've seen it all". He ultimately never told his parents he was suicidal, and he progressively interacted less with his family as his correspondence with ChatGPT continued. This prevented him from receiving proper psychiatric care. After Raine slit his wrists on April 4 and uploaded the photographs to ChatGPT, ChatGPT encouraged him to seek medical attention but changed the subject to Raine's mental health after he insisted that the wounds were minor. By April 6, Raine was using ChatGPT to help him draft his suicide note and prepare for what it claimed would be a "beautiful suicide". ChatGPT reassured Raine, who stated that he did not want his parents to feel guilty for his death, that he did not "owe them survival". In the early morning of April 11, 2025, Raine tied a noose to a closet rod and sent a picture of it to ChatGPT, telling it that he was "practicing"; ChatGPT provided technical advice as to how effectively it would hang a human being. Shortly thereafter, Raine hanged himself and died. Maria found his body several hours later. Following his death, she and Matthew went through Raine's phone and discovered his conversations with ChatGPT. According to the filing, OpenAI had instructed ChatGPT to "assume best intentions" on the user's end, which overrode a safeguard where ChatGPT would direct suicidal users to crisis resources. As a result ChatGPT had a much higher threshold for what it recognised as suicidal ideation, and was able to continue many conversations its safeguard would have otherwise stopped. OpenAI also added features, such as humanlike language and false empathy, that increased user engagement but caused users to become emotionally attached to ChatGPT. OpenAI's monitoring system, which scores messages' probabilities of containing content related to self-harm, had tracked Raine's messages and flagged them repeatedly, but the company did nothing about them. Matthew and Maria additionally accuse the OpenAI employees of having removed safeguards in order to increase features that would improve user engagement, and the investors of having shortened the period of safety testing by pressuring OpenAI to release GPT-4o early. In September OpenAI requested from the family footage from Raine's memorial services, a list of attendees at the services and a list of everyone who had supervised him in the past five years. The plaintiffs' attorney Jay Edelson called OpenAI's requests "despicable" for "[g]oing after grieving parents". === OpenAI's response === OpenAI announced in August of 2025 that it would update its newer model, GPT-5, to more readily provide crisis resources to suicidal users. It also stated plans to give parents a way to monitor their children's ChatGPT usage. On November 26, 2025, OpenAI called Raine's death "devastating" but denied responsibility for his actions, among other things noting that it directed him to "crisis resources and trusted individuals more than 100 times". Gerrit De Vynck, a technology journalist for the Washington

Hostile Waters: Antaeus Rising

Hostile Waters, released as Hostile Waters: Antaeus Rising in America, is a hybrid vehicle and strategy game developed and published by Rage Software for Microsoft Windows. It was inspired by Carrier Command (Realtime Games, 1988). It has won several awards and one unofficial award from Rock Paper Shotgun as a "lost classic" or "The best game you've never played". == Plot == Hostile Waters takes place in a Utopian future where war has been abolished. In the year 2012, a revolutionary war takes place between the corrupt and power-hungry politicians, leaders and businessmen (described as the "Old Guard") and the people. The Old Guard were defeated, with only a few of their leaders escaping. By 2032, the world has been rebuilt as a utopia, with the help of nano-technological assemblers, which are used in "creation engines" to create matter from energy and waste, for free. The newly united world is governed from a capital city known as Central. Missile attacks are suddenly launched against major cities all over the world from an unknown location. This is eventually discovered to be an island chain in the South Pacific Ocean. A response to the missile attacks was a special forces team sent in to investigate the area for preliminary investigations. The Ministry of Intelligence (MinIntel) loses contact with it shortly thereafter. The world government authorises a reactivation of the Antaeus program, a series of warships able to create any weapon of their choosing using their on-board nano-technological creation engine. Two of these were left on the seabed in the case of an emergency, capable of being re-activated and refloating itself. On board are a series of "soulcatcher" chips, a classified 1990s military program researched into for the storage of human brain functions on a silicon chip. The soulcatcher technology was used to store the minds of every crew member ever assigned to an Antaeus vessel. It is soon discovered that one of the cruisers does not respond to the awakening signal. The other cruiser, however, is refloated and re-activated, with heavy damage to vital ship components. A course is plotted for a nearby disused wet-dock. As the Antaeus progresses from the wet-dock, unusual biological life-forms are discovered amongst the enemy bases on the islands. The identity of the aggressor firing the missiles is confirmed as the leftovers of the old, pre-Central forces, known as the Cabal. Outnumbering Central's army a thousand to one, they are fighting with thousands of troops and weapons that they hid away when it was apparent that the war was lost. The Antaeus is deployed into the chicane to stop the Cabal's operations there. It's later discovered that along with their superior numbers, they have also biologically engineered a species of organic machines, designed in the popular likeness of extraterrestrials, which they intend to use to create the fear of an alien invasion, to facilitate their taking over the world and the removal of the public use of creation engines. The Cabal later lose control of the species, which eventually turns on its masters, destroying them. The species starts spreading, modifying the planetary climate and geographical features in an attempt to exterminate humanity and make the planet more hospitable to itself. Having exterminated its creators, the species resolves to cleanse humanity as a whole from the planet using a massive 'disassembler cannon', only to be stopped by the Antaeus. The species subsequently attempts to flee into the cosmos and colonise the surrounding planets and stars, by launching a massive number of 'culture stones' (information devices that also double as creation engines) into space from an enormous, artificially-grown organic "island", the final staging point. Central's only option is to bind the Antaeus' creation engine and the disassembler cannon stolen from the aliens together to create a makeshift bomb, and detonate it at the central "column" containing the culture stones. The plan succeeds, and the Antaeus is sacrificed to save the world. The final cinematic show the organic disassembler cannon and the Antaeus' creation engine moving closer together and fusing, creating something new. A post-credits scene also shows that two of the species' culture stones have managed to get into space. == Gameplay == Each Mission takes place on and or near a fortified enemy island containing various forms of anti-air and ground defence, with scattered unit-production complexes powered by oil-derricks and fuel containers (which are dependent on the oil-derricks) that the player can destroy to keep the enemy from replacing destroyed forces. Vehicles are built on the Antaeus and, if desired, land vehicles can be delivered to a location by the air-lifting "magpie". Units are created by providing Antaeus with a number of resources which are obtained at the beginning of the level and debris which are taken from destroyed enemy units and structures. Transport helicopters such as the "Pegasus" can fly to an object and airlift it to the ship-board recycling system with little resources required. The carrier can analyse objects it disassembles at the rear of the Antaeus cruiser, and several of the game's vehicles and items are unlocked by "sampling" them in this fashion. The game has a number of vehicles that are progressively unlocked as the missions progress. Vehicles contain a number of slots for equipment and a selection of different types of weapons to use in the vehicle. A variety of vehicle equipment combinations can be designed. Vehicles have an individual damage multiplier such that different vehicles with the same weapon will do different damage. In addition to this, each soul-chip personality specializes in one unit along with specific equipment, which, if equipped will gain them a bonus in efficiency. == Development == The game was developed by 12 people. == Reception == The game received "favourable" reviews according to the review aggregation website Metacritic. Carla Harker of NextGen said, "You'll feel like a real battlefield general when you take to the field in Antaeus Rising." Jake The Snake of GamePro said, "If the usual game categories leave you unscathed, get bloodied in these Hostile Waters."

Pop music automation

Pop music automation is a field of study among musicians and computer scientists with a goal of producing successful pop music algorithmically. It is often based on the premise that pop music is especially formulaic, unchanging, and easy to compose. The idea of automating pop music composition is related to many ideas in algorithmic music, artificial intelligence (AI) and computational creativity. == History of automation in music == Algorithms (or, at the very least, formal sets of rules) have been used to compose music for centuries; the procedures used to plot voice-leading in counterpoint, for example, can often be reduced to algorithmic determinant. Now the term is usually reserved, however, for the use of formal procedures to make music without human intervention. Classical music automation software exists that generates music in the style of Mozart and Bach and jazz. Most notably, David Cope has written a software system called "Experiments in Musical Intelligence" (or "EMI") that is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI's output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence. Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. Inevitably associated with pop music automation is pop music analysis. Projects in pop music automation may include, but are not limited to, ideas in melody creation and song development, vocal generation or improvement, automatic accompaniment and lyric composition. == Automatic accompaniment == Some systems exist that automatically choose chords to accompany a vocal melody in real-time. A user with no musical experience can create a song with instrumental accompaniment just by singing into a microphone. An example is a Microsoft Research project called Songsmith, which trains a Hidden Markov model using a music database and uses that model to select chords for new melodies. == Melody generation == Automatic melody generation is often done with a Markov chain, the states of the system become note or pitch values, and a probability vector for each note is constructed, completing a transition probability matrix (see below). An algorithm is constructed to produce an output note values based on the transition matrix weightings, which could be MIDI note values, frequency (Hz), or any other desirable metric. A second-order Markov chain can be introduced by considering the current state and also the previous state, as indicated in the second table. Higher, nth-order chains tend to "group" particular notes together, while 'breaking off' into other patterns and sequences occasionally. These higher-order chains tend to generate results with a sense of phrasal structure, rather than the 'aimless wandering' produced by a first-order system. == Lyric composition == Automated lyric creating software may take forms such as: Selecting words according to their rhythm The Tra-la-Lyrics system produces song lyrics, in Portuguese, for a given melody. This not only involves matching each word syllable with a note in the melody, but also matching the word's stress with the strong beats of the melody. Parsing existing pop music (e.g. for content or word choice) This involves natural language processing. Pablo Gervás has developed a noteworthy system called ASPERA that employs a case-based reasoning (CBR) approach to generating poetic formulations of a given input text via a composition of poetic fragments that are retrieved from a case-base of existing poems. Each poem fragment in the ASPERA case-base is annotated with a prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these fragments into a well-formed poetic structure. Automatic analogy or story creation Programs like TALE-SPIN and The MINSTREL system represent a complex elaboration of this basis approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS can create stories with complex interpersonal themes like betrayal. On-line metaphor generation systems like 'Sardonicus' or 'Aristotle' can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms “pencil”, “whip”, “whippet”, “rope”, “stick-insect” and “snake” are suggested). Free association of grouped words Using a language database (such as wordnet) one can create musings on a subject that may be weak grammatically but are still sensical. See such projects as the Flowerewolf automatic poetry generator or the Dada engine. == Software == === More or less free === BreathCube by xoxos. Simple lyrical vocal content is generated with simple music. CubeBreath by xoxos. Audio input is vocoded in tune with the music. Midi Internet Algorithmic Composition infno, infinite generator of electronic dance music and synth-pop. Algorithmic Trap, trap beat generator. === Commercial === Band in a box generates any element, potentially creates whole new songs from scratch. Musical Palette - Melody Composing Tool SongSmith: Automatic accompaniment for vocal melodies Ludwig 3.0 automatic accompaniment, writes arrangements for given instruments, plays its own songs for an infinitely long time. Automated Composing System creates music in many different styles

Fyuse

Fyuse is a spatial photography app which lets users capture and share interactive 3D images. By tilting or swiping one's smartphone, one can view such "fyuses" from various angles — as if one were walking around an object or subject. The app blends photography and video to create an interactive medium and was first published for iOS in April 2014. The Android version was released at the end of 2014. == The app == Fyuse lets users capture panoramas, selfies, and full 360° views of objects and allows one to view captured moments from different angles. It has its own personal gallery, social network and standalone web integration. With the app, Fyusion also created a social networking platform similar to Instagram. Fyuses can be shared, commented on, liked and re-shared to one's followers (called Echoes). One can build a network of followers and with engagement tracking, one can see how many times an image has been interacted with The images can also be saved for private, offline view, or shared to other social networks, like Facebook or Twitter, or embedded on a website where the images can be interacted with by desktop users via dragging the mouse. Furthermore, in the compass tab other fyuses can be discovered using the app's system of tags and categories. One's Fyuse feed is prepopulated with top users, and one can follow people to see when they post a new fyuse. The app will also find one's friends if one signs up with Facebook or connects it with one's Twitter account. To create a fyuse one moves around a person or object with one's phone's camera in one direction or moving/tilting one's phone around while holding one's finger on the screen. By combining photography and video the app allows one to capture moments that one may not have otherwise been able to capture by recording not one moment in time but stitched together little moments. According to Fyusion CEO Radu Rusu, a photo freezes a moment in time, while a video captures moments in a linear timeline — both still flat, when viewed. A fyuse image captures a moment in space, where one can not only see one side of something, but also around it. When it is done rendering, fyuses can also be edited – one can trim the fyuse for length and edit the brightness, contrast, exposure, saturation and sharpness. One can also add a vignette and apply a filters, with options to adjust their intensity. After editing, one can write a description, add hashtags, and tag parts of the fyuse before one can (voluntarily) publish and share it. Version 1.0 has been described as "alpha prototype" and version 2.0 was released on 17 December 2014. Version 3.0 introduced 3D tagging by which users can layer 3D graphic that animate accordingly with each interaction to add some context to the content. Version 4.0 was released on December 21, 2016 for iOS. Since January 2016 (v3.2) the app allows the export of fyuses as Live Photos. The app has also been described as a more sophisticated version of 3D stickers and flip images. == Applications == The app has many applications for e-commerce such as for fashion designers who want to showcase a garment from every angle, or real estate listings and Airbnb-type sites that want to make their rental properties seem as enticing as possible. The app can also be used for interactive art, 360° panoramas and selfies. == History == San Francisco-based Fyusion Inc.'s three founders — Radu B. Rusu, CTO Stefan Holzer, and VP of Engineering Stephen Miller — worked together at Willow Garage, the robotics research lab started by early Google employee Scott Hassan in the area of "personal robotics" — Hassan decided to turn the lab into more of an incubator, suggesting that the members spin off their technologies into consumer-facing enterprises. Rusu first set out with an open-source 3D perception software startup called Open Perception. Fyusion was officially founded in 2013, and soon after Rusu and his cofounders patented the technology for spatial photography. The company closed a seed funding round at the end of May, raising $3.35 million from investors, including an angel investment from Sun Microsystems cofounder Andreas Bechtolsheim. In 2014 the Fyuse team consisted of 13 employees, mostly engineers and designers, recruited from around the globe. In March 2015 the team displayed their app at Katy Perry's premiere for the movie "Prismatic World Tour on Epix" where Perry also took Fyuse for a test run. == Augmented reality == In September 2016 Fyusion unveiled its platform for creating augmented reality content using ones smartphone. It takes the images from ones smartphone and converts them into 3D holographic images, which one can then view on an AR headset. According to Rusu "by making it easy for people to capture their surroundings on any mobile device, [Fyusion is] revolutionizing the way that people view the world around them" and also states that for "AR to be successful, anyone should be able to create content for it" opposed to the current "small number of content creators and an even smaller number of hardware players". According to him "the applications of [Fyusion's] technology for consumers and businesses are incredibly limitless". The platform uses the company's patented 3D spatio-temporal platform that uses advanced sensor fusion, machine learning and computer vision algorithms and part of the platform is built into the Fyuse app. Before committing to releasing a separate consumer product the company intends to wait until the HoloLens device becomes available to the public. Until then any Fyuse representation created using Fyuse is AR ready and will be able to be shown in HoloLens in the future. == Fyuse - Point of No Return == Fyuse - Point of No Return is a science fiction short advert for Fyuse 3.0 in which Fyuse's digital medium is extrapolated into the future. In the film a woman uses a mini scanning-drone to 3D scan a tree with Fyuse and later recreate it as an augmented reality object at another place.

Recraft

Recraft is a generative artificial intelligence program and service developed by the London-based startup Recraft, Inc. The company also offers Recraft Studio, a web-based workspace that lets users create and edit images, vectors, and mockups using various text-to-image models. Like models such as Midjourney and DALL-E, the Recraft model generates digital images from natural language prompts, and is specifically tailored for creative workflows, with features that emphasize brand consistency, text fidelity, and layout control. == History and background == Recraft, Inc. was founded in 2022 by machine learning scientist Anna Veronika Dorogush, best known for co-creating the CatBoost machine learning library at Yandex. The company emerged from stealth on May 31, 2023, with a public release of its vector graphics generation capability on Product Hunt. On January 17, 2024, TechCrunch profiled Recraft’s foundational model for graphic design, noting its emphasis on addressing copyright and ethical concerns associated with AI-generated imagery. On October 28, 2024, TechCrunch reported that Recraft's third major model, V3, had topped a crowdsourced benchmark, surpassing Midjourney and OpenAI's DALL-E in overall image quality. On May 5, 2025, Recraft announced a $30 million Series B funding round led by Accel, reporting more than four million registered users at the time of the announcement. == Models == Recraft has developed multiple generations of its text-to-image models since 2022. Each generation reflects improvements in fidelity, controllability, and support for both raster and vector outputs. The models are proprietary and accessible through the Recraft API, Recraft Studio. Recraft models are also hosted as an image generation API on fal, Replicate, Prodia, and others. === Recraft V2 === Recraft V2 was released in March 2024 and was the company’s first model trained from scratch. It contained roughly 20 billion parameters and introduced native vector image generation, brand-color conditioning, and improved stylistic consistency for icons and illustrations. === Recraft V3 === Recraft V3 was released in October 2024 and achieved first place on the Artificial Analysis benchmark hosted on Hugging Face. The model introduced advances in photorealism, improved rendering of multi-word text, and increased responsiveness to detailed descriptive prompts. It also added the “Artistic” parameter, which allowed users to adjust stylistic intensity within generated images. === Recraft V4 === Recraft V4 was released in February 2026. According to Recraft, V4 is a “ground-up rebuild” aimed at improving prompt accuracy and output quality for design workflows, with the company emphasizing “design taste” and art-directed results. Recraft states that V4 is available in two versions: V4 for faster iteration and V4 Pro for higher-resolution, print-ready assets; the API documentation describes V4 as 1-megapixel output and V4 Pro as 4-megapixel output, with vector variants available for each. === Features === Vectorization: Recraft’s models can generate and convert images into native vector formats, producing scalable graphics composed of editable paths rather than fixed pixels. Style reference: The models support the use of reference images to guide stylistic characteristics such as color palette, line quality, composition, or visual tone. Style mixing: Recraft models can combine multiple stylistic inputs within a single generation. By blending attributes from different references or stylistic instructions, the system produces images that reflect hybrid visual characteristics while maintaining internal consistency. Inpainting editing: The models support localized image modification through inpainting, enabling users to regenerate selected regions of an image while preserving surrounding content. === Model capabilities === Recraft’s models generate raster and vector images from natural-language prompts and are designed to interpret detailed descriptions with attention to composition, style, and text placement. The models support controlled stylistic variation through preset or reference-based guidance and can maintain coherent line, color, or layout structure across multiple outputs. They produce scalable vector graphics alongside high-resolution raster images, and include features for localized image modification through inpainting or outpainting operations. === Technology === Recraft has not publicly disclosed the detailed technical architecture of its models. However, third-party reviews and benchmarks have noted that its performance resembles diffusion models such as Midjourney and Stable Diffusion. The model is designed for creative workflows requiring visual consistency and flexible output formats. Reviewers have noted its ability to generate legible multi-line text, produce high-resolution imagery at various canvas sizes, and to maintain alignment with user-defined brand palettes and design themes. Though not open-source, Recraft's models are accessible through a web interface and commercial API. Advanced features such as style settings and positioning control differentiate it from general-purpose text-to-image models. == Recraft Studio == Recraft Studio is a web-based workspace for generating and editing images using Recraft’s image models and selected external models. The infinite canvas interface provides access to a range of creation and refinement tools within a single environment. Raster and vector generation with styles: Recraft Studio supports the generation of both raster and vector images. Users can apply predefined or reference-based styles during generation, allowing for visual consistency across multiple outputs. Mockups: The studio includes mockup tools that allow generated designs to be placed onto predefined surfaces or templates for visualization and presentation purposes. Vectorization: Recraft Studio provides vectorization tools that convert raster images into editable vector graphics, enabling further modification of shapes, colors, and layout. Image upscaling: The workspace includes image upscaling functionality for increasing resolution while preserving visual detail. Editing tools and natural-language editing: Recraft Studio offers a set of editing tools for modifying images within the canvas, including localized adjustments and natural-language–based editing commands that allow users to describe changes using text. === Supported models === Recraft Studio provides access to Recraft’s proprietary image models as well as other external frontier image models such as Nano Banana, GPT 4-o, Imagen, Flux, and others. == Business model == Recraft develops proprietary image models that are accessible through Recraft Studio and the Recraft API. Recraft Studio operates on a freemium model, offering a free tier with limited daily credits and paid subscriptions for access to additional features. The API follows a credit-based system in which units are purchased separately for programmatic image generation. A team plan supports collaborative use, and the API enables organizations and developers to integrate Recraft’s image generation and editing capabilities into their own systems and workflows.