AI App How To Use

AI App How To Use — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Perplexity AI

    Perplexity AI

    Perplexity AI, Inc., or simply Perplexity, is an American privately held software company offering a web search engine that processes user queries and synthesizes responses. Perplexity products use large language models and incorporate real-time web search capabilities, providing responses based on current Internet content, citing sources used. Its real-time search engine is called Sonar and is based on Meta's Llama model. A free public version is available, while a paid Pro subscription offers access to more advanced language models and additional features. Perplexity AI, Inc., was founded in August 2022 by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski. As of September 2025, the company was valued at US$20 billion. Perplexity AI has attracted legal scrutiny over allegations of copyright infringement, unauthorized content use, and trademark issues from several major media organizations, including the BBC, Dow Jones, and The New York Times. According to separate analyses by Wired and later Cloudflare, Perplexity uses undisclosed web crawlers with spoofed user-agent strings to scrape the content of websites which prohibit, or explicitly block, web scraping. == History == In August 2022, Perplexity AI, Inc., was founded by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski, engineers with backgrounds in back-end systems, artificial intelligence (AI) and machine learning. It launched its main search engine on December 7, 2022, and has since released a Google Chrome extension and apps for iOS and Android. In February 2023, Perplexity reported two million unique visitors. By April 2024, Perplexity had raised $165 million in funding, valuing the company at over $1 billion. As of June 2025, Perplexity closed a $500 million round of funding that elevated its valuation to $14 billion. Investors in Perplexity AI have included Jeff Bezos, Tobias Lütke, Nat Friedman, Nvidia, and Databricks. Perplexity has also received funding from 1789 Capital, a venture capital firm notable for its association with Donald Trump Jr. During Bloomberg’s Tech Summit 2025, Srinivas shared that the company processed 780 million queries in May 2025, experiencing more than 20% month-over-month growth, processing around 30 million queries daily. In July 2024, Perplexity announced the launch of a new publishers' program to share advertising revenue with partners. On January 18, 2025, the day before the impending U.S. ban on the social media app TikTok, Perplexity submitted a proposal for a merger with TikTok US. On August 12, 2025, Perplexity made a bid to buy Chrome from Google for $34.5 billion. Perplexity stated that the sale could remedy anti-trust litigation against Google, in which a judge was considering compelling the sale of Chrome. In December 2025, Cristiano Ronaldo took an undisclosed stake in Perplexity AI and entered a global brand partnership with the company. === Business Strategy and Finance (2026) === As of early 2026, Perplexity AI reached a valuation of $21.21 billion following its Series E-6 funding round. The company's Annual Recurring Revenue (ARR) grew from $80 million in late 2024 to an estimated $200 million by February 2026. In January 2026, the company entered into a three-year, $750 million commitment with Microsoft Azure to secure the GPU capacity required for its advanced "Deep Research" and "Model Council" features. In February 2026, Perplexity transitioned to a subscription-first model by discontinuing its AI-integrated advertising strategy. Leadership stated the move was intended to preserve user trust in the "answer engine," prioritizing objective results over ad revenue. The company also introduced the "Model Council" feature on February 5, 2026, which allows users to compare outputs from multiple large language models, such as GPT-5.2 and Claude 4.6, simultaneously. To expand its user base, Perplexity began offering a free year of Pro access to students, U.S. Military Veterans, and government employees. == Products and services == === Search engine web portal === Perplexity’s primary offering is an online information retrieval system (search engine) that uses large language models to generate responses to user queries by searching and summarizing web-based content. Perplexity offers a feature known as Perplexity Pages that generates structured summaries and report-like content from user queries by aggregating cited sources. Perplexity is available without charge or registration to Web users, a freemium model. === Perplexity Pro === Perplexity Pro is a subscription tier, a more capable paid "enterprise" service, including stronger security and data protection and additional tools, including the ability to search uploaded documents alongside web content and access to a programmatic application programming interface (API). It allows the user to select between backend models such as GPT-5.4, Claude 4.6 and Gemini 3.1 Pro. The company has also developed its own models, Sonar (based on Llama 3.3) and R1 1776 (based on DeepSeek R1). === Internal Knowledge Search === Internal Knowledge Search enables Pro and Enterprise Pro users to simultaneously search across web content and internal documents. Users can upload and search through Excel, Word, PDF, and other common file formats. Enterprise Pro users can upload and index up to 500 files. === Search API === Perplexity's Search API provides AI developers with programmatic access to the company's search infrastructure. The September 2025 release includes a software development kit, an open-source evaluation framework called search_evals, and documentation detailing the API's design and optimization. === Shopping hub === Perplexity's Shopping Hub is an online shopping platform that provides AI-generated product recommendations, and enables users to purchase products directly through Perplexity's interface. It was launched in November 2024 with backing by Amazon and Nvidia. === Finance === In October 2024, Perplexity AI introduced new finance-related features, including looking up stock prices and company earnings data. The tool provides real-time stock quotes and price tracking, industry peer comparisons and basic financial analysis tools. The platform sources its financial data from Financial Modeling Prep. === Assistant === In January 2025, Perplexity launched the Perplexity Assistant, an AI-powered tool designed to enhance the functionality of its search engine. It can perform tasks across multiple apps, such as hailing a ride or searching for a song, and can maintain context across actions. The assistant is also multi-modal, meaning it can use a phone's camera to provide answers about the user's surroundings or on-screen content. Perplexity has acknowledged that the assistant is still in development and may not always function as expected. For instance, certain features, such as summarizing unread emails or upcoming calendar events, require users to enable a workaround based on notifications. === Comet === In July 2025, Perplexity launched Comet, an AI browser based on Chromium. Initially, access to the browser was limited to users subscribed to the most expensive subscription tier. The browser was later released for free download in October 2025. A key feature is integration of the Perplexity search engine, which can perform a variety of tasks such as generating article summaries, describing an image, conducting research about a topic and composing emails. === Truth Social chatbot === Perplexity has been contracted to produce a chatbot for Donald Trump's social media platform Truth Social. == Leadership == Aravind Srinivas is the CEO and co-founder of Perplexity AI. He previously held research positions at OpenAI, Google DeepMind, and other AI research institutions focusing on machine learning and artificial intelligence. In a March 2026 All-In episode, Srinivas said the incoming AI-related layoffs were "glorious future" to "look forward", as it freed people from jobs they didn't like and gave them opportunities to pursue entrepreneurship. == Controversies == === Copyright and trademark infringement allegations === In June 2024, Forbes publicly criticized Perplexity for using their content. According to Forbes, Perplexity published a story largely copied from a proprietary Forbes article without mentioning or prominently citing Forbes. In response, Srinivas said that the feature had some "rough edges" and accepted feedback but maintained that Perplexity only "aggregates" rather than plagiarizes information. In October 2024, The New York Times sent a cease-and-desist notice to Perplexity to stop accessing and using NYT content, claiming that Perplexity is violating its copyright by scraping data from its website. In June 2024, Dow Jones and New York Post filed a lawsuit against Perplexity, alleging copyright infringement. The lawsuit also alleged that Perplexity harmed their brand by attributing hallucinated quotes, for example on F-16 jets for Ukraine, to artic

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  • Multiple buffering

    Multiple buffering

    In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer display images. It is also used to avoid the need to use dual-ported RAM (DPRAM) when the readers and writers are different devices. == Description == === Double buffering Petri net === The Petri net in the illustration shows double buffering. Transitions W1 and W2 represent writing to buffer 1 and 2 respectively while R1 and R2 represent reading from buffer 1 and 2 respectively. At the beginning, only the transition W1 is enabled. After W1 fires, R1 and W2 are both enabled and can proceed in parallel. When they finish, R2 and W1 proceed in parallel and so on. After the initial transient where W1 fires alone, this system is periodic and the transitions are enabled – always in pairs (R1 with W2 and R2 with W1 respectively). == Double buffering in computer graphics == In computer graphics, double buffering is a technique for drawing graphics that shows less stutter, tearing, and other artifacts. It is difficult for a program to draw a display so that pixels do not change more than once. For instance, when updating a page of text, it is much easier to clear the entire page and then draw the letters than to somehow erase only the pixels that are used in old letters but not in new ones. However, this intermediate image is seen by the user as flickering. In addition, computer monitors constantly redraw the visible video page (traditionally at around 60 times a second), so even a perfect update may be visible momentarily as a horizontal divider between the "new" image and the un-redrawn "old" image, known as tearing. === Software double buffering === A software implementation of double buffering has all drawing operations store their results in some region of system RAM; any such region is often called a "back buffer". When all drawing operations are considered complete, the whole region (or only the changed portion) is copied into the video RAM (the "front buffer"); this copying is usually synchronized with the monitor's raster beam in order to avoid tearing. Software implementations of double buffering necessarily require more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization. Compositing window managers often combine the "copying" operation with "compositing" used to position windows, transform them with scale or warping effects, and make portions transparent. Thus, the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents. === Page flipping === In the page-flip method, instead of copying the data, both buffers are capable of being displayed. At any one time, one buffer is actively being displayed by the monitor, while the other, background buffer is being drawn. When the background buffer is complete, the roles of the two are switched. The page-flip is typically accomplished by modifying a hardware register in the video display controller—the value of a pointer to the beginning of the display data in the video memory. The page-flip is much faster than copying the data and can guarantee that tearing will not be seen as long as the pages are switched over during the monitor's vertical blanking interval—the blank period when no video data is being drawn. The currently active and visible buffer is called the front buffer, while the background page is called the back buffer. == Triple buffering == In computer graphics, triple buffering is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched. In triple buffering, the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. The third buffer, the front buffer, is read by the graphics card to display the image on the monitor. Once the image has been sent to the monitor, the front buffer is flipped with (or copied from) the back buffer holding the most recent complete image. Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag. Due to the software algorithm not polling the graphics hardware for monitor refresh events, the algorithm may continuously draw additional frames as fast as the hardware can render them. For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames. Nvidia has implemented this method under the name "Fast Sync". An alternative method sometimes referred to as triple buffering is a swap chain three buffers long. After the program has drawn both back buffers, it waits until the first one is placed on the screen, before drawing another back buffer (i.e. it is a 3-long first in, first out queue). Most Windows games seem to refer to this method when enabling triple buffering. == Quad buffering == The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image than the other eye. Quad buffering requires special support in the graphics card drivers which is disabled for most consumer cards. AMD's Radeon HD 6000 Series and newer support it. 3D standards like OpenGL and Direct3D support quad buffering. == Double buffering for DMA == The term double buffering is used for copying data between two buffers for direct memory access (DMA) transfers, not for enhancing performance, but to meet specific addressing requirements of a device (particularly 32-bit devices on systems with wider addressing provided via Physical Address Extension). Windows device drivers are a place where the term "double buffering" is likely to be used. Linux and BSD source code calls these "bounce buffers". Some programmers try to avoid this kind of double buffering with zero-copy techniques. == Other uses == Double buffering is also used as a technique to facilitate interlacing or deinterlacing of video signals.

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  • VueScan

    VueScan

    VueScan is a computer program for image scanning, especially of photographs, including negatives. It supports optical character recognition (OCR) of text documents. The software can be downloaded and used free of charge, but adds a watermark on scans until a license is purchased. == Purpose == VueScan is intended to work with a large number of image scanners, excluding specialised professional scanners such as drum scanners, on many computer operating systems (OS), even if drivers for the scanner are not available for the OS. These scanners are supplied with device drivers and software to operate them, included in their price. A 2014 review considered that the reasons to purchase VueScan are to allow older scanners not supported by drivers for newer operating systems to be used in more up-to-date systems and for better scanning and processing of photographs (prints; also slides and negatives when supported by scanners) than is afforded by manufacturers' software. The review did not report any advantages to VueScan's processing of documents over other software. The reviewer considered VueScan comparable to SilverFast, a similar program, with support for some specific scanners better in one or the other. Vuescan supports more scanners, with a single purchase giving access to the full range of both film and flatbed scanners, and costs less. The VueScan program can be used with its own drivers or with drivers supplied by the scanner manufacturer, if supported by the operating system. VueScan drivers can also be used without the VueScan program by application software that supports scanning directly, such as Adobe Photoshop, again enabling the use of scanners without current manufacturers' drivers. In 2019 when Apple released macOS Catalina, they removed support for running 32-bit programs, including 32-bit drivers for scanning equipment. In response, Hamrick released VueScan 9.7, effectively saving thousands of scanners from being rendered obsolete. == Overview == VueScan enables the user to modify and fine-tune the scanning parameters. The program uses its own independent method to interface with scanner hardware, and can support many older scanners under computer operating systems for which drivers are not available, allowing old scanners to be used with newer platforms that do not otherwise support them. VueScan supports an increasing number of scanners and digital cameras; 2,400 on Windows, 2,100 on Mac OS X and 1,900 on Linux in 2018. VueScan is supplied as one downloadable file for each operating system, which supports the full range of scanners. Without the purchase of a license, the program runs in fully functional demonstration mode, identical to Professional mode, except that watermarks are superimposed on saved and printed images. Purchase of a license removes the watermark. A standard license allows updates for one year; a professional license allows unlimited updates and provides some additional features. VueScan supports optical character recognition (OCR), with English included, and 32 additional language packages available on its website. In September 2011, VueScan co-developer Ed Hamrick said that he was selling US$3 million per year of VueScan licenses.

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  • Pixelmator

    Pixelmator

    Pixelmator is a series of graphics editors developed by Apple for macOS, iOS, and iPadOS. Pixelmator apps leverage Apple-specific technologies such as CoreML and Metal. Pixelmator uses a proprietary format across their apps (.PXD), but supports editing a variety of file types including Photoshop, RAW, and WebP. == History == Pixelmator Team was founded in 2007 by Lithuanian brothers Saulius and Aidas Dailidė, and released Pixelmator (now Pixelmator Classic) 1.0 in September of the same year. The company resided in Vilnius, Lithuania. In November 2024, Pixelmator Team agreed to be acquired by Apple for an unknown monetary amount, which was completed on 11 February 2025, the company was later folded into Apple with its products coming under them fully. == Pixelmator Classic == Pixelmator Classic was the original version of Pixelmator released for Mac on 25 September 2007. It uses a palette-style interface with floating toolbars compared to Pixelmator Pro's single-window interface. It is no longer being updated and has been delisted from the Mac App Store. == Pixelmator iOS == Pixelmator for iOS launched on 23 October 2014 as an iPad-exclusive app with touch-optimized versions of Pixelmator's desktop features. In May 2015, Pixelmator for iOS 2.0 was released with support for the iPhone. Apple no longer updates Pixelmator for iOS as of 13 January 2026, shortly before the release of Pixelmator Pro for iPad. == Pixelmator Pro == Pixelmator Pro is an image, video, and vector editing software for macOS that launched on 29 November 2017. It was a paid upgrade for Pixelmator Classic users, featuring a redesigned interface, a graphics pipeline rewritten using Metal, Apple silicon support and a greater focus on ML/AI editing features. On 28 January 2026, Apple announced Apple Creator Studio, a subscription bundle for their professional software that contains Pixelmator Pro. They also brought Pixelmator Pro to iPad, shortly after discontinuing Pixelmator iOS. == Photomator == Photomator (formerly Pixelmator Photo) is a photo-oriented editing app which launched on iPad in 2019, on iOS in 2021, and macOS in 2022. After launching the macOS version, the app moved from a one-time purchase to a subscription; however, a lifetime license can still be purchased for $99. Photomator differentiates itself from other Pixelmator apps with features such as batch editing of full photoshoots and AI-powered color correction. Edits in Photomator are made on a single layer and are non-destructive.

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  • Lynda Soderholm

    Lynda Soderholm

    Lynda Soderholm is a physical chemist at the U.S. Department of Energy's (DOE) Argonne National Laboratory with a specialty in f-block elements. She is a senior scientist and the lead of the Actinide, Geochemistry & Separation Sciences Theme within Argonne's Chemical Sciences and Engineering Division. Her specific role is the Separation Science group leader within Heavy Element Chemistry and Separation Science (HESS), directing basic research focused on low-energy methods for isolating lanthanide and actinide elements from complex mixtures. She has made fundamental contributions to understanding f-block chemistry and characterizing f-block elements. Soderholm became a Fellow of the American Association for the Advancement of Science (AAAS) in 2013, and is also an Argonne Distinguished Fellow. == Early life and education == Soderholm was awarded her PhD in 1982 by McMaster University under the direction of Prof John Greedan. Her dissertation focused on characterizing the structural and magnetic properties of a series of ternary f-ion oxides. After graduating, she was awarded a NATO postdoctoral fellow at the Centre national de la recherche scientifique in France from 1982 until 1985. After a short postdoctoral appointment as an Argonne postdoctoral fellow she was promoted to staff scientist the same year. Over several years, she moved up the ranks, becoming a senior chemist in 2001. She was also an adjunct professor at the University of Notre Dame from 2003 until 2007. In 2021, Soderholm was appointed interim Division Director for the Chemical Sciences and Engineering Division. == Career and research == === Uncovering structure of Yttrium-123 Superconductor === Early in her career, Soderholm focused on the characterizing the magnetic and electronic behavior of compounds containing f-ions (lanthanides and actinides) with a focus on high-Tc materials, compounds that are superconducting under usually high temperatures. She was part of the research group that first determined the structure of YBa2Cu3O7. Their discovery formed the foundation for the further developments in the broad field of superconductivity. === Understanding f-ion speciation in solution === Continuing her interest in the f-elements, Soderholm shifted her focus from solid-state materials to nanoparticles and solutions, taking advantage of advances in X-ray structural probes made available by synchrotron facilities. Building on her earlier work using neutron scattering, her team became the first to discover that plutonium exists in solution as tiny, well-defined nanoparticles. This work solved a longstanding problem in understanding transport of plutonium in the environment and resulted in the development of a new, patented approach to separating plutonium during nuclear reprocessing. === Using machine learning to evaluate molecular structures === Soderholm's more recent projects use machine learning to understand the influence of complex molecular structuring in solutions, in connection with low-energy processes for separation of f-block elements from complex mixtures. == Awards and honors == University of Chicago Board of Governors' Distinguished Performance Award, 2009. Fellow of the American Association for the Advancement of Science, 2013. Argonne Distinguished Fellow, 2016 DOE materials sciences research competition for Outstanding Scientific Accomplishments in Solid State Physics, 1987. == Select publications == Beno, M. A.; Soderholm, L.; Capone, D. W., II; Hinks, D. G.; Jorgensen, J. D.; Grace, J. D.; Schuller, I. K.; Segre, C. U.; Zhang, K., Structure of the single-phase high-temperature superconductor yttrium barium copper oxide (YBa2Cu3O7−δ). Appl. Phys. Lett. 1987, 51 (1), 57–9. Soderholm, L.; Zhang, K.; Hinks, D. G.; Beno, M. A.; Jorgensen, J. D.; Segre, C. U.; Schuller, I. K., Incorporation of praseodymium in YBa2Cu3O7−δ: electronic effects on superconductivity. Nature (London) 1987, 328 (6131), 604–5. Antonio, M. R.; Williams, C. W.; Soderholm, L., Berkelium redox speciation. Radiochim. Acta 2002, 90 (12), 851–856. Soderholm, L.; Skanthakumar, S.; Neuefeind, J., Determination of actinide speciation in solution using high-energy X-ray scattering. Anal. Bioanal. Chem. 2005, 383 (1), 48–55. Forbes, T. Z.; Burns, P. C.; Skanthakumar, S.; Soderholm, L., Synthesis, structure, and magnetism of Np2O5. J. Am. Chem. Soc. 2007, 129 (10), 2760–2761. Soderholm, L.; Almond, P. M.; Skanthakumar, S.; Wilson, R. E.; Burns, P. C., The structure of the plutonium oxide nanocluster [Pu38O56Cl54(H2O)8]14-. Angew. Chem., Int. Ed. 2008, 47 (2), 298–302. Jensen, M. P.; Gorman-Lewis, D.; Aryal, B.; Paunesku, T.; Vogt, S.; Rickert, P. G.; Seifert, S.; Lai, B.; Woloschak, G. E.; Soderholm, L., An iron-dependent and transferrin-mediated cellular uptake pathway for plutonium. Nat. Chem. Biol. 2011, 7 (8), 560–565. Wilson, R. E.; Skanthakumar, S.; Soderholm, L., Separation of Plutonium Oxide Nanoparticles and Colloids. Angew. Chem., Int. Ed. 2011, 50 (47), 11234–11237. Knope, K. E.; Soderholm, L., Solution and solid-state structural chemistry of actinide hydrates and their hydrolysis and condensation products. Chem. Rev. 2013, 113 (2), 944–994. Luo, G.; Bu, W.; Mihaylov, M.; Kuzmenko, I.; Schlossman, M. L.; Soderholm, L., X-ray reflectivity reveals a nonmonotonic ion-density profile perpendicular to the surface of ErCl3 aqueous solutions. J. Phys. Chem. C 2013, 117 (37), 19082–19090. Jin, G. B.; Lin, J.; Estes, S. L.; Skanthakumar, S.; Soderholm, L., Influence of countercation hydration enthalpies on the formation of molecular complexes: A thorium-nitrate example. J. Am. Chem. Soc. 2017, 139 (49), 18003–18008. == Patents == Solvent extraction system for plutonium colloids and other oxide nano-particles, (2016).

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  • Single particle analysis

    Single particle analysis

    Single particle analysis is a group of related computerized image processing techniques used to analyze images from transmission electron microscopy (TEM). These methods were developed to improve and extend the information obtainable from TEM images of particulate samples, typically proteins or other large biological entities such as viruses. Individual images of stained or unstained particles are very noisy, making interpretation difficult. Combining several digitized images of similar particles together gives an image with stronger and more easily interpretable features. An extension of this technique uses single particle methods to build up a three-dimensional reconstruction of the particle. Using cryo-electron microscopy it has become possible to generate reconstructions with sub-nanometer, near-atomic resolution resolution first in the case of highly symmetric viruses, and now in smaller, asymmetric proteins as well. == Techniques == Single particle analysis can be done on both negatively stained and vitreous ice-embedded transmission electron cryomicroscopy (CryoTEM) samples. Single particle analysis methods are, in general, reliant on the sample being homogeneous, although techniques for dealing with conformational heterogeneity are being developed. Images (micrographs) are taken with an electron microscope using charged-coupled device (CCD) detectors coupled to a phosphorescent layer (in the past, they were instead collected on film and digitized using high-quality scanners). The image processing is carried out using specialized software programs, often run on multi-processor computer clusters. Depending on the sample or the desired results, various steps of two- or three-dimensional processing can be done. === Alignment and classification === Biological samples, and especially samples embedded in thin vitreous ice, are highly radiation sensitive, thus only low electron doses can be used to image the sample. This low dose, as well as variations in the metal stain used (if used) means images have high noise relative to the signal given by the particle being observed. By aligning several similar images to each other so they are in register and then averaging them, an image with higher signal-to-noise ratio can be obtained. As the noise is mostly randomly distributed and the underlying image features constant, by averaging the intensity of each pixel over several images only the constant features are reinforced. Typically, the optimal alignment (a translation and an in-plane rotation) to map one image onto another is calculated by cross-correlation. However, a micrograph often contains particles in multiple different orientations and/or conformations, and so to get more representative image averages, a method is required to group similar particle images together into multiple sets. This is normally carried out using one of several data analysis and image classification algorithms, such as multi-variate statistical analysis and hierarchical ascendant classification, or k-means clustering. Often data sets of tens of thousands of particle images are used, and to reach an optimal solution an iterative procedure of alignment and classification is used, whereby strong image averages produced by classification are used as reference images for a subsequent alignment of the whole data set. === Image filtering === Image filtering (band-pass filtering) is often used to reduce the influence of high and/or low spatial frequency information in the images, which can affect the results of the alignment and classification procedures. This is particularly useful in negative stain images. The algorithms make use of fast Fourier transforms (FFT), often employing Gaussian shaped soft-edged masks in reciprocal space to suppress certain frequency ranges. High-pass filters remove low spatial frequencies (such as ramp or gradient effects), leaving the higher frequencies intact. Low-pass filters remove high spatial frequency features and have a blurring effect on fine details. === Contrast transfer function === Due to the nature of image formation in the electron microscope, bright-field TEM images are obtained using significant underfocus. This, along with features inherent in the microscope's lens system, creates blurring of the collected images visible as a point spread function. The combined effects of the imaging conditions are known as the contrast transfer function (CTF), and can be approximated mathematically as a function in reciprocal space. Specialized image processing techniques such as phase flipping and amplitude correction / Wiener filtering can (at least partially) correct for the CTF, and allow high resolution reconstructions. === Three-dimensional reconstruction === Transmission electron microscopy images are projections of the object showing the distribution of density through the object, similar to medical X-rays. By making use of the projection-slice theorem a three-dimensional reconstruction of the object can be generated by combining many images (2D projections) of the object taken from a range of viewing angles. Proteins in vitreous ice ideally adopt a random distribution of orientations (or viewing angles), allowing a fairly isotropic reconstruction if a large number of particle images are used. This contrasts with electron tomography, where the viewing angles are limited due to the geometry of the sample/imaging set up, giving an anisotropic reconstruction. Filtered back projection is a commonly used method of generating 3D reconstructions in single particle analysis, although many alternative algorithms exist. Before a reconstruction can be made, the orientation of the object in each image needs to be estimated. Several methods have been developed to work out the relative Euler angles of each image. Some are based on common lines (common 1D projections and sinograms), others use iterative projection matching algorithms. The latter works by beginning with a simple, low resolution 3D starting model and compares the experimental images to projections of the model and creates a new 3D to bootstrap towards a solution. Methods are also available for making 3D reconstructions of helical samples (such as tobacco mosaic virus), taking advantage of the inherent helical symmetry. Both real space methods (treating sections of the helix as single particles) and reciprocal space methods (using diffraction patterns) can be used for these samples. === Tilt methods === The specimen stage of the microscope can be tilted (typically along a single axis), allowing the single particle technique known as random conical tilt. An area of the specimen is imaged at both zero and at high angle (~60-70 degrees) tilts, or in the case of the related method of orthogonal tilt reconstruction, +45 and −45 degrees. Pairs of particles corresponding to the same object at two different tilts (tilt pairs) are selected, and by following the parameters used in subsequent alignment and classification steps a three-dimensional reconstruction can be generated relatively easily. This is because the viewing angle (defined as three Euler angles) of each particle is known from the tilt geometry. 3D reconstructions from random conical tilt suffer from missing information resulting from a restricted range of orientations. Known as the missing cone (due to the shape in reciprocal space), this causes distortions in the 3D maps. However, the missing cone problem can often be overcome by combining several tilt reconstructions. Tilt methods are best suited to negatively stained samples, and can be used for particles that adsorb to the carbon support film in preferred orientations. The phenomenon known as charging or beam-induced movement makes collecting high-tilt images of samples in vitreous ice challenging. === Map visualization and fitting === Various software programs are available that allow viewing the 3D maps. These often enable the user to manually dock in protein coordinates (structures from X-ray crystallography, NMR, or a computational model such as one found in the AlphaFold Protein Structure Database) of subunits into the electron density. Several programs can also fit subunits computationally; as of the 2020s using these programs tend to produce better accuracy than manual docking because they can perform labor-intensive tasks such as: The scale of SPA-derived maps depends on knowing the pixel size (angstorms per pixel), which is not always accurate. Programs can automatically correct for this difference by using coordinate data or by using knowledge of chemical bonds. Many proteins are made up of several roughly rigid protein domains linked by flexible parts. Pre-existing coordinate data, whether experimental or computational, may not exactly match the inter-domain positioning of the cyro-EM map. Modern programs can automatically "chop" pre-existing coordinate data into individual domains and fit them in individually. For higher-resolution structures, it is pos

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  • Spherical basis

    Spherical basis

    In pure and applied mathematics, particularly quantum mechanics and computer graphics and their applications, a spherical basis is the basis used to express spherical tensors. The spherical basis closely relates to the description of angular momentum in quantum mechanics and spherical harmonic functions. While spherical polar coordinates are one orthogonal coordinate system for expressing vectors and tensors using polar and azimuthal angles and radial distance, the spherical basis are constructed from the standard basis and use complex numbers. == In three dimensions == A vector A in 3D Euclidean space R3 can be expressed in the familiar Cartesian coordinate system in the standard basis ex, ey, ez, and coordinates Ax, Ay, Az: or any other coordinate system with associated basis set of vectors. From this extend the scalars to allow multiplication by complex numbers, so that we are now working in C 3 {\displaystyle \mathbb {C} ^{3}} rather than R 3 {\displaystyle \mathbb {R} ^{3}} . === Basis definition === In the spherical bases denoted e+, e−, e0, and associated coordinates with respect to this basis, denoted A+, A−, A0, the vector A is: where the spherical basis vectors can be defined in terms of the Cartesian basis using complex-valued coefficients in the xy plane: in which i {\displaystyle i} denotes the imaginary unit, and one normal to the plane in the z direction: e 0 = e z {\displaystyle \mathbf {e} _{0}=\mathbf {e} _{z}} The inverse relations are: === Commutator definition === While giving a basis in a 3-dimensional space is a valid definition for a spherical tensor, it only covers the case for when the rank k {\displaystyle k} is 1. For higher ranks, one may use either the commutator, or rotation definition of a spherical tensor. The commutator definition is given below, any operator T q ( k ) {\displaystyle T_{q}^{(k)}} that satisfies the following relations is a spherical tensor: [ J ± , T q ( k ) ] = ℏ ( k ∓ q ) ( k ± q + 1 ) T q ± 1 ( k ) {\displaystyle [J_{\pm },T_{q}^{(k)}]=\hbar {\sqrt {(k\mp q)(k\pm q+1)}}T_{q\pm 1}^{(k)}} [ J z , T q ( k ) ] = ℏ q T q ( k ) {\displaystyle [J_{z},T_{q}^{(k)}]=\hbar qT_{q}^{(k)}} === Rotation definition === Analogously to how the spherical harmonics transform under a rotation, a general spherical tensor transforms as follows, when the states transform under the unitary Wigner D-matrix D ( R ) {\displaystyle {\mathcal {D}}(R)} , where R is a (3×3 rotation) group element in SO(3). That is, these matrices represent the rotation group elements. With the help of its Lie algebra, one can show these two definitions are equivalent. D ( R ) T q ( k ) D † ( R ) = ∑ q ′ = − k k T q ′ ( k ) D q ′ q ( k ) {\displaystyle {\mathcal {D}}(R)T_{q}^{(k)}{\mathcal {D}}^{\dagger }(R)=\sum _{q'=-k}^{k}T_{q'}^{(k)}{\mathcal {D}}_{q'q}^{(k)}} === Coordinate vectors === For the spherical basis, the coordinates are complex-valued numbers A+, A0, A−, and can be found by substitution of (3B) into (1), or directly calculated from the inner product ⟨, ⟩ (5): A 0 = ⟨ e 0 , A ⟩ = ⟨ e z , A ⟩ = A z {\displaystyle A_{0}=\left\langle \mathbf {e} _{0},\mathbf {A} \right\rangle =\left\langle \mathbf {e} _{z},\mathbf {A} \right\rangle =A_{z}} with inverse relations: In general, for two vectors with complex coefficients in the same real-valued orthonormal basis ei, with the property ei·ej = δij, the inner product is: where · is the usual dot product and the complex conjugate must be used to keep the magnitude (or "norm") of the vector positive definite. == Properties (three dimensions) == === Orthonormality === The spherical basis is an orthonormal basis, since the inner product ⟨, ⟩ (5) of every pair vanishes meaning the basis vectors are all mutually orthogonal: ⟨ e + , e − ⟩ = ⟨ e − , e 0 ⟩ = ⟨ e 0 , e + ⟩ = 0 {\displaystyle \left\langle \mathbf {e} _{+},\mathbf {e} _{-}\right\rangle =\left\langle \mathbf {e} _{-},\mathbf {e} _{0}\right\rangle =\left\langle \mathbf {e} _{0},\mathbf {e} _{+}\right\rangle =0} and each basis vector is a unit vector: ⟨ e + , e + ⟩ = ⟨ e − , e − ⟩ = ⟨ e 0 , e 0 ⟩ = 1 {\displaystyle \left\langle \mathbf {e} _{+},\mathbf {e} _{+}\right\rangle =\left\langle \mathbf {e} _{-},\mathbf {e} _{-}\right\rangle =\left\langle \mathbf {e} _{0},\mathbf {e} _{0}\right\rangle =1} hence the need for the normalizing factors of 1 / 2 {\displaystyle 1/\!{\sqrt {2}}} . === Change of basis matrix === The defining relations (3A) can be summarized by a transformation matrix U: ( e + e − e 0 ) = U ( e x e y e z ) , U = ( − 1 2 − i 2 0 + 1 2 − i 2 0 0 0 1 ) , {\displaystyle {\begin{pmatrix}\mathbf {e} _{+}\\\mathbf {e} _{-}\\\mathbf {e} _{0}\end{pmatrix}}=\mathbf {U} {\begin{pmatrix}\mathbf {e} _{x}\\\mathbf {e} _{y}\\\mathbf {e} _{z}\end{pmatrix}}\,,\quad \mathbf {U} ={\begin{pmatrix}-{\frac {1}{\sqrt {2}}}&-{\frac {i}{\sqrt {2}}}&0\\+{\frac {1}{\sqrt {2}}}&-{\frac {i}{\sqrt {2}}}&0\\0&0&1\end{pmatrix}}\,,} with inverse: ( e x e y e z ) = U − 1 ( e + e − e 0 ) , U − 1 = ( − 1 2 + 1 2 0 + i 2 + i 2 0 0 0 1 ) . {\displaystyle {\begin{pmatrix}\mathbf {e} _{x}\\\mathbf {e} _{y}\\\mathbf {e} _{z}\end{pmatrix}}=\mathbf {U} ^{-1}{\begin{pmatrix}\mathbf {e} _{+}\\\mathbf {e} _{-}\\\mathbf {e} _{0}\end{pmatrix}}\,,\quad \mathbf {U} ^{-1}={\begin{pmatrix}-{\frac {1}{\sqrt {2}}}&+{\frac {1}{\sqrt {2}}}&0\\+{\frac {i}{\sqrt {2}}}&+{\frac {i}{\sqrt {2}}}&0\\0&0&1\end{pmatrix}}\,.} It can be seen that U is a unitary matrix, in other words its Hermitian conjugate U† (complex conjugate and matrix transpose) is also the inverse matrix U−1. For the coordinates: ( A + A − A 0 ) = U ∗ ( A x A y A z ) , U ∗ = ( − 1 2 + i 2 0 + 1 2 + i 2 0 0 0 1 ) , {\displaystyle {\begin{pmatrix}A_{+}\\A_{-}\\A_{0}\end{pmatrix}}=\mathbf {U} ^{\mathrm {} }{\begin{pmatrix}A_{x}\\A_{y}\\A_{z}\end{pmatrix}}\,,\quad \mathbf {U} ^{\mathrm {} }={\begin{pmatrix}-{\frac {1}{\sqrt {2}}}&+{\frac {i}{\sqrt {2}}}&0\\+{\frac {1}{\sqrt {2}}}&+{\frac {i}{\sqrt {2}}}&0\\0&0&1\end{pmatrix}}\,,} and inverse: ( A x A y A z ) = ( U ∗ ) − 1 ( A + A − A 0 ) , ( U ∗ ) − 1 = ( − 1 2 + 1 2 0 − i 2 − i 2 0 0 0 1 ) . {\displaystyle {\begin{pmatrix}A_{x}\\A_{y}\\A_{z}\end{pmatrix}}=(\mathbf {U} ^{\mathrm {} })^{-1}{\begin{pmatrix}A_{+}\\A_{-}\\A_{0}\end{pmatrix}}\,,\quad (\mathbf {U} ^{\mathrm {} })^{-1}={\begin{pmatrix}-{\frac {1}{\sqrt {2}}}&+{\frac {1}{\sqrt {2}}}&0\\-{\frac {i}{\sqrt {2}}}&-{\frac {i}{\sqrt {2}}}&0\\0&0&1\end{pmatrix}}\,.} === Cross products === Taking cross products of the spherical basis vectors, we find an obvious relation: e q × e q = 0 {\displaystyle \mathbf {e} _{q}\times \mathbf {e} _{q}={\boldsymbol {0}}} where q is a placeholder for +, −, 0, and two less obvious relations: e ± × e ∓ = ± i e 0 {\displaystyle \mathbf {e} _{\pm }\times \mathbf {e} _{\mp }=\pm i\mathbf {e} _{0}} e ± × e 0 = ± i e ± {\displaystyle \mathbf {e} _{\pm }\times \mathbf {e} _{0}=\pm i\mathbf {e} _{\pm }} === Inner product in the spherical basis === The inner product between two vectors A and B in the spherical basis follows from the above definition of the inner product: ⟨ A , B ⟩ = A + B + ⋆ + A − B − ⋆ + A 0 B 0 ⋆ {\displaystyle \left\langle \mathbf {A} ,\mathbf {B} \right\rangle =A_{+}B_{+}^{\star }+A_{-}B_{-}^{\star }+A_{0}B_{0}^{\star }}

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  • Pandemonium architecture

    Pandemonium architecture

    Pandemonium architecture is a theory in cognitive science that describes how visual images are processed by the brain. It has applications in artificial intelligence and pattern recognition. The theory was introduced by the artificial intelligence pioneer Oliver Selfridge in his 1959 paper "Pandemonium - A Paradigm for Learning". It describes the process of object recognition as the exchange of signals within a hierarchical system of detection and association, the elements of which Selfridge metaphorically termed "demons". This model is now recognized as the basis of visual perception in cognitive science. Pandemonium architecture arose in response to the inability of template matching theories to offer a biologically plausible explanation of the image constancy phenomenon. Contemporary researchers praise this architecture for its elegancy and creativity; that the idea of having multiple independent systems (e.g., feature detectors) working in parallel to address the image constancy phenomena of pattern recognition is powerful yet simple. The basic idea of the pandemonium architecture is that a pattern is first perceived in its parts before the "whole". Pandemonium architecture was one of the first computational models in pattern recognition. Although not perfect, the pandemonium architecture influenced the development of modern connectionist, artificial intelligence, and word recognition models. == History == Most research in perception has been focused on the visual system, investigating the mechanisms of how we see and understand objects. A critical function of our visual system is its ability to recognize patterns, but the mechanism by which this is achieved is unclear. The earliest theory that attempted to explain how we recognize patterns is the template matching model. According to this model, we compare all external stimuli against an internal mental representation. If there is "sufficient" overlap between the perceived stimulus and the internal representation, we will "recognize" the stimulus. Although some machines follow a template matching model (e.g., bank machines verifying signatures and accounting numbers), the theory is critically flawed in explaining the phenomena of image constancy: we can easily recognize a stimulus regardless of the changes in its form of presentation (e.g., T and T are both easily recognized as the letter T). It is highly unlikely that we have a stored template for all of the variations of every single pattern. As a result of the biological plausibility criticism of the template matching model, feature detection models began to rise. In a feature detection model, the image is first perceived in its basic individual elements before it is recognized as a whole object. For example, when we are presented with the letter A, we would first see a short horizontal line and two slanted long diagonal lines. Then we would combine the features to complete the perception of A. Each unique pattern consists of different combination of features, which means those that are formed with the same features will generate the same recognition. That is, regardless of how we rotate the letter A, is still perceived as the letter A. It is easy for this sort of architecture to account for the image constancy phenomena because you only need to "match" at the basic featural level, which is presumed to be limited and finite, thus biologically plausible. The best known feature detection model is called the pandemonium architecture. == Pandemonium architecture == The pandemonium architecture was originally developed by Oliver Selfridge in the late 1950s. The architecture is composed of different groups of "demons" working independently to process the visual stimulus. Each group of demons is assigned to a specific stage in recognition, and within each group, the demons work in parallel. There are four major groups of demons in the original architecture. The concept of feature demons, that there are specific neurons dedicated to perform specialized processing is supported by research in neuroscience. Hubel and Wiesel found there were specific cells in a cat's brain that responded to specific lengths and orientations of a line. Similar findings were discovered in frogs, octopuses and a variety of other animals. Octopuses were discovered to be only sensitive to verticality of lines, whereas frogs demonstrated a wider range of sensitivity. These animal experiments demonstrate that feature detectors seem to be a very primitive development. That is, it did not result from the higher cognitive development of humans. Not surprisingly, there is also evidence that the human brain possesses these elementary feature detectors as well. Moreover, this architecture is capable of learning, similar to a back-propagation styled neural network. The weight between the cognitive and feature demons can be adjusted in proportion to the difference between the correct pattern and the activation from the cognitive demons. To continue with our previous example, when we first learned the letter R, we know is composed of a curved, long straight, and a short angled line. Thus when we perceive those features, we perceive R. However, the letter P consists of very similar features, so during the beginning stages of learning, it is likely for this architecture to mistakenly identify R as P. But through constant exposure of confirming R's features to be identified as R, the weights of R's features to P are adjusted so the P response becomes inhibited (e.g., learning to inhibit the P response when a short angled line is detected). In principle, a pandemonium architecture can recognize any pattern. As mentioned earlier, this architecture makes error predictions based on the amount of overlapping features. Such as, the most likely error for R should be P. Thus, in order to show this architecture represents the human pattern recognition system we must put these predictions into test. Researchers have constructed scenarios where various letters are presented in situations that make them difficult to identify; then types of errors were observed, which was used to generate confusion matrices: where all of the errors for each letter are recorded. Generally, the results from these experiments matched the error predictions from the pandemonium architecture. Also as a result of these experiments, some researchers have proposed models that attempted to list all of the basic features in the Roman alphabet. == Criticism == A major criticism of the pandemonium architecture is that it adopts a completely bottom-up processing: recognition is entirely driven by the physical characteristics of the targeted stimulus. This means that it is unable to account for any top-down processing effects, such as context effects (e.g., pareidolia), where contextual cues can facilitate (e.g., word superiority effect: it is relatively easier to identify a letter when it is part of a word than in isolation) processing. However, this is not a fatal criticism to the overall architecture, because is relatively easy to add a group of contextual demons to work along with the cognitive demons to account for these context effects. Although the pandemonium architecture is built on the fact that it can account for the image constancy phenomena, some researchers have argued otherwise; and pointed out that the pandemonium architecture might share the same flaws from the template matching models. For example, the letter H is composed of 2 long vertical lines and a short horizontal line; but if we rotate the H 90 degrees in either direction, it is now composed of 2 long horizontal lines and a short vertical line. In order to recognize the rotated H as H, we would need a rotated H cognitive demon. Thus we might end up with a system that requires a large number of cognitive demons in order to produce accurate recognition, which would lead to the same biological plausibility criticism of the template matching models. However, it is rather difficult to judge the validity of this criticism because the pandemonium architecture does not specify how and what features are extracted from incoming sensory information, it simply outlines the possible stages of pattern recognition. But of course that raises its own questions, to which it is almost impossible to criticize such a model if it does not include specific parameters. Also, the theory appears to be rather incomplete without defining how and what features are extracted, which proves to be especially problematic with complex patterns (e.g., extracting the weight and features of a dog). Some researchers have also pointed out that the evidence supporting the pandemonium architecture has been very narrow in its methodology. Majority of the research that supports this architecture has often referred to its ability to recognize simple schematic drawings that are selected from a small finite set (e.g., letters in the Roman alphabet). Evidence from these types of exper

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  • Comparison of color models in computer graphics

    Comparison of color models in computer graphics

    This article provides introductory information about the RGB, HSV, and HSL color models from a computer graphics (web pages, images) perspective. An introduction to colors is also provided to support the main discussion. == Basics of color == === Primary colors and hue === First, "color" refers to the human brain's subjective interpretation of combinations of a narrow band of wavelengths of light. For this reason, the definition of "color" is not based on a strict set of physical phenomena. Therefore, even basic concepts like "primary colors" are not clearly defined. For example, traditional "Painter's Colors" use red, blue, and yellow as the primary colors, "Printer's Colors" use cyan, yellow, and magenta, and "Light Colors" use red, green, and blue. "Light colors", more formally known as additive colors, are formed by combining red, green, and blue light. This article refers to additive colors and refers to red, green, and blue as the primary colors. Hue is a term describing a pure color, that is, a color not modified by tinting or shading (see below). In additive colors, hues are formed by combining two primary colors. When two primary colors are combined in equal intensities, the result is a "secondary color". === Color wheel === A color wheel is a tool that provides a visual representation of the relationships between all possible hues. The primary colors are arranged around a circle at equal (120 degree) intervals. (Warning: Color wheels frequently depict "Painter's Colors" primary colors, which leads to a different set of hues than additive colors.) The illustration shows a simple color wheel based on the additive colors. Note that the position (top, right) of the starting color, typically red, is arbitrary, as is the order of green and blue (clockwise, counter-clockwise). The illustration also shows the secondary colors, yellow, cyan, and magenta, located halfway between (60 degrees) the primary colors. == Complementary color == The complement of a hue is the hue that is opposite it (180 degrees) on the color wheel. Using additive colors, mixing a hue and its complement in equal amounts produces white. === Tints and shades === The following discussion uses an illustration involving three projectors pointing to the same spot on a screen. Each projector is capable of generating one hue. The "intensities" of each projector are "matched" and can be equally adjusted from zero to full. (Note: "Intensity" is used here in the same sense as the RGB color model. The subject of matching, or "gamma correction", is beyond the level of this article.) A shade is produced by "dimming" a maximum chroma color. Painters refer to this as "adding black". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Dimming" is accomplished by decreasing each projector's intensity setting to the same fraction of its start setting. In the shade example, with any fully shaded hue, that all three projectors are set to zero intensity, resulting in black. A tint is produced by "lightening" a maximum chroma color. Painters refer to this as "adding white". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Lightening" is accomplished by increasing each projector's intensity setting by the same fraction from its start setting to full. In the tinting example, note that the third projector is now contributing. When the hue is fully lightened, all three projectors are each at full intensity, and the result is white. Note an attribute of the total intensity in the additive model. If full intensity for one projector is 1, then a primary color has a combined intensity of 1. A secondary color has a total intensity of 2. White has a total intensity of 3. Tinting, or "adding white", increases the total intensity of the hue. While this is simply a fact, the HSL model will take this fact into account in its design. === Tones === Tone is a general term, typically used by painters, to refer to the effects of reducing the "colorfulness" of a maximum chroma color; painters refer to it as "adding gray". Note that gray is not a color or even a single concept but refers to all the range of values between black and white where all three primary colors are equally represented. The general term is provided as more specific terms have conflicting definitions in different color models. Thus, shading takes a hue toward black, tinting takes a hue towards white, and tones cover the range between. == Choosing a color model == No one color model is necessarily "better" than another. Typically, the choice of a color model is dictated by external factors, such as a graphics tool or the need to specify colors according to the CSS2 or CSS3 standard. The following discussion only describes how the models function, centered on the concepts of hue, shade, tint, and tone. === RGB === The RGB model's approach to colors is important because: It directly reflects the physical properties of "Truecolor" displays As of 2011, most graphic cards define pixel values in terms of the colors red, green, and blue. The typical range of intensity values for each color, 0–255, is based on taking a binary number with 32 bits and breaking it up into four bytes of 8 bits each. 8 bits can hold a value from 0 to 255. The fourth byte is used to specify the "alpha", or the opacity, of the color. Opacity comes into play when layers with different colors are stacked. If the color in the top layer is less than fully opaque (alpha < 255), the color from underlying layers "shows through". In the RGB model, hues are represented by specifying one color as full intensity (255), a second color with a variable intensity, and the third color with no intensity (0). The following provides some examples using red as the full-intensity and green as the partial-intensity colors; blue is always zero: Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity (1 – shade factor) The following provides examples using orange: Tints are created by modifying each primary color as follows: the intensity is increased so that the difference between the intensity and full intensity (255) is decreased by the tint factor, in the range 0 to 1. A tint factor of 0 does nothing, a tint factor of 1 produces white: new intensity = current intensity + (255 – current intensity) tint factor The following provides examples using orange: Tones are created by applying both a shade and a tint. The order in which the two operations are performed does not matter, with the following restriction: when a tint operation is performed on a shade, the intensity of the dominant color becomes the "full intensity"; that is, the intensity value of the dominant color must be used in place of 255. The following provides examples using orange: === HSV === The HSV, or HSB, model describes colors in terms of hue, saturation, and value (brightness). Note that the range of values for each attribute is arbitrarily defined by various tools or standards. Be sure to determine the value ranges before attempting to interpret a value. Hue corresponds directly to the concept of hue in the Color Basics section. The advantages of using hue are The angular relationship between tones around the color circle is easily identified Shades, tints, and tones can be generated easily without affecting the hue Saturation corresponds directly to the concept of tint in the Color Basics section, except that full saturation produces no tint, while zero saturation produces white, a shade of gray, or black. Value corresponds directly to the concept of intensity in the Color Basics section. Pure colors are produced by specifying a hue with full saturation and value Shades are produced by specifying a hue with full saturation and less than full value Tints are produced by specifying a hue with less than full saturation and full value Tones are produced by specifying a hue and both less than full saturation and value White is produced by specifying zero saturation and full value, regardless of hue Black is produced by specifying zero value, regardless of hue or saturation Shades of gray are produced by specifying zero saturation and between zero and full value The advantage of HSV is that each of its attributes corresponds directly to the basic color concepts, which makes it conceptually simple. The perceived disadvantage of HSV is that the saturation attribute corresponds to tinting, so desaturated colors have increasing total intensity. For this reason, the CSS3 standard plans to support RGB and HSL but not HSV. === HSL === The HSL model describes colors in terms of hue, saturation, and lightness (also called luminance). (Note: the definition of sa

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  • Spatial anti-aliasing

    Spatial anti-aliasing

    In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-aliasing filter essentially blurs the image slightly in order to reduce the resolution to or below that achievable by the digital sensor (the larger the pixel pitch, the lower the achievable resolution at the sensor level). == Examples == In computer graphics, anti-aliasing improves the appearance of "jagged" polygon edges, or "jaggies", so they are smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes). Near the top of an image with a receding checker-board pattern, the image is difficult to recognise and often not considered aesthetically pleasing. In contrast, when anti-aliased the checker-board near the top blends into grey, which is usually the desired effect when the resolution is insufficient to show the detail. Even near the bottom of the image, the edges appear much smoother in the anti-aliased image. Multiple methods exist, including the sinc filter, which is considered a better anti-aliasing algorithm. When magnified, it can be seen how anti-aliasing interpolates the brightness of the pixels at the boundaries to produce grey pixels since the space is occupied by both black and white tiles. These help make the sinc filter antialiased image appear much smoother than the original. In a simple diamond image, anti-aliasing blends the boundary pixels; this reduces the aesthetically jarring effect of the sharp, step-like boundaries that appear in the aliased graphic. Anti-aliasing is often applied in rendering text on a computer screen, to suggest smooth contours that better emulate the appearance of text produced by conventional ink-and-paper printing. Particularly with fonts displayed on typical LCD screens, it is common to use subpixel rendering techniques like ClearType. Sub-pixel rendering requires special colour-balanced anti-aliasing filters to turn what would be severe colour distortion into barely-noticeable colour fringes. Equivalent results can be had by making individual sub-pixels addressable as if they were full pixels, and supplying a hardware-based anti-aliasing filter as is done in the OLPC XO-1 laptop's display controller. Pixel geometry affects all of this, whether the anti-aliasing and sub-pixel addressing are done in software or hardware. == Simplest approach to anti-aliasing == The most basic approach to anti-aliasing a pixel is determining what percentage of the pixel is occupied by a given region in the vector graphic - in this case a pixel-sized square, possibly transposed over several pixels - and using that percentage as the colour. A Python program producing a basic plot of a single, white-on-black anti-aliased point using the method is as follows: This method is generally best suited for simple graphics, such as basic lines or curves, and applications that would otherwise have to convert absolute coordinates to pixel-constrained coordinates, such as 3D graphics. It is a fairly fast function, but it is relatively low-quality, and gets slower as the complexity of the shape increases. For purposes requiring very high-quality graphics or very complex vector shapes, this will probably not be the best approach. Note: The plot_antialiased_point routine above cannot blindly set the colour value to the percent calculated. It must add the new value to the existing value at that location up to a maximum of 1. Otherwise, the brightness of each pixel will be equal to the darkest value calculated in time for that location which produces a very bad result. For example, if one point sets a brightness level of 0.90 for a given pixel and another point calculated later barely touches that pixel and has a brightness of 0.05, the final value set for that pixel should be 0.95, not 0.05. For more sophisticated shapes, the algorithm may be generalized as rendering the shape to a pixel grid with higher resolution than the target display surface (usually a multiple that is a power of 2 to reduce distortion), then using bicubic interpolation to determine the average intensity of each real pixel on the display surface. == Signal processing approach to anti-aliasing == In this approach, the ideal image is regarded as a signal. The image displayed on the screen is taken as samples, at each (x,y) pixel position, of a filtered version of the signal. Ideally, one would understand how the human brain would process the original signal, and provide an on-screen image that will yield the most similar response by the brain. The most widely accepted analytic tool for such problems is the Fourier transform; this decomposes a signal into basis functions of different frequencies, known as frequency components, and gives us the amplitude of each frequency component in the signal. The waves are of the form: cos ⁡ ( 2 j π x ) cos ⁡ ( 2 k π y ) {\displaystyle \ \cos(2j\pi x)\cos(2k\pi y)} where j and k are arbitrary non-negative integers. There are also frequency components involving the sine functions in one or both dimensions, but for the purpose of this discussion, the cosine will suffice. The numbers j and k together are the frequency of the component: j is the frequency in the x direction, and k is the frequency in the y direction. The goal of an anti-aliasing filter is to greatly reduce frequencies above a certain limit, known as the Nyquist frequency, so that the signal will be accurately represented by its samples, or nearly so, in accordance with the sampling theorem; there are many different choices of detailed algorithm, with different filter transfer functions. Current knowledge of human visual perception is not sufficient, in general, to say what approach will look best. == Two dimensional considerations == The previous discussion assumes that the rectangular mesh sampling is the dominant part of the problem. The filter usually considered optimal is not rotationally symmetrical, as shown in this first figure; this is because the data is sampled on a square lattice, not using a continuous image. This sampling pattern is the justification for doing signal processing along each axis, as it is traditionally done on one dimensional data. Lanczos resampling is based on convolution of the data with a discrete representation of the sinc function. If the resolution is not limited by the rectangular sampling rate of either the source or target image, then one should ideally use rotationally symmetrical filter or interpolation functions, as though the data were a two dimensional function of continuous x and y. The sinc function of the radius has too long a tail to make a good filter (it is not even square-integrable). A more appropriate analog to the one-dimensional sinc is the two-dimensional Airy disc amplitude, the 2D Fourier transform of a circular region in 2D frequency space, as opposed to a square region. One might consider a Gaussian plus enough of its second derivative to flatten the top (in the frequency domain) or sharpen it up (in the spatial domain), as shown. Functions based on the Gaussian function are natural choices, because convolution with a Gaussian gives another Gaussian whether applied to x and y or to the radius. Similarly to wavelets, another of its properties is that it is halfway between being localized in the configuration (x and y) and in the spectral (j and k) representation. As an interpolation function, a Gaussian alone seems too spread out to preserve the maximum possible detail, and thus the second derivative is added. As an example, when printing a photographic negative with plentiful processing capability and on a printer with a hexagonal pattern, there is no reason to use sinc function interpolation. Such interpolation would treat diagonal lines differently from horizontal and vertical lines, which is like a weak form of aliasing. == Practical real-time anti-aliasing approximations == There are only a handful of primitives used at the lowest level in a real-time rend

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  • Pandemonium architecture

    Pandemonium architecture

    Pandemonium architecture is a theory in cognitive science that describes how visual images are processed by the brain. It has applications in artificial intelligence and pattern recognition. The theory was introduced by the artificial intelligence pioneer Oliver Selfridge in his 1959 paper "Pandemonium - A Paradigm for Learning". It describes the process of object recognition as the exchange of signals within a hierarchical system of detection and association, the elements of which Selfridge metaphorically termed "demons". This model is now recognized as the basis of visual perception in cognitive science. Pandemonium architecture arose in response to the inability of template matching theories to offer a biologically plausible explanation of the image constancy phenomenon. Contemporary researchers praise this architecture for its elegancy and creativity; that the idea of having multiple independent systems (e.g., feature detectors) working in parallel to address the image constancy phenomena of pattern recognition is powerful yet simple. The basic idea of the pandemonium architecture is that a pattern is first perceived in its parts before the "whole". Pandemonium architecture was one of the first computational models in pattern recognition. Although not perfect, the pandemonium architecture influenced the development of modern connectionist, artificial intelligence, and word recognition models. == History == Most research in perception has been focused on the visual system, investigating the mechanisms of how we see and understand objects. A critical function of our visual system is its ability to recognize patterns, but the mechanism by which this is achieved is unclear. The earliest theory that attempted to explain how we recognize patterns is the template matching model. According to this model, we compare all external stimuli against an internal mental representation. If there is "sufficient" overlap between the perceived stimulus and the internal representation, we will "recognize" the stimulus. Although some machines follow a template matching model (e.g., bank machines verifying signatures and accounting numbers), the theory is critically flawed in explaining the phenomena of image constancy: we can easily recognize a stimulus regardless of the changes in its form of presentation (e.g., T and T are both easily recognized as the letter T). It is highly unlikely that we have a stored template for all of the variations of every single pattern. As a result of the biological plausibility criticism of the template matching model, feature detection models began to rise. In a feature detection model, the image is first perceived in its basic individual elements before it is recognized as a whole object. For example, when we are presented with the letter A, we would first see a short horizontal line and two slanted long diagonal lines. Then we would combine the features to complete the perception of A. Each unique pattern consists of different combination of features, which means those that are formed with the same features will generate the same recognition. That is, regardless of how we rotate the letter A, is still perceived as the letter A. It is easy for this sort of architecture to account for the image constancy phenomena because you only need to "match" at the basic featural level, which is presumed to be limited and finite, thus biologically plausible. The best known feature detection model is called the pandemonium architecture. == Pandemonium architecture == The pandemonium architecture was originally developed by Oliver Selfridge in the late 1950s. The architecture is composed of different groups of "demons" working independently to process the visual stimulus. Each group of demons is assigned to a specific stage in recognition, and within each group, the demons work in parallel. There are four major groups of demons in the original architecture. The concept of feature demons, that there are specific neurons dedicated to perform specialized processing is supported by research in neuroscience. Hubel and Wiesel found there were specific cells in a cat's brain that responded to specific lengths and orientations of a line. Similar findings were discovered in frogs, octopuses and a variety of other animals. Octopuses were discovered to be only sensitive to verticality of lines, whereas frogs demonstrated a wider range of sensitivity. These animal experiments demonstrate that feature detectors seem to be a very primitive development. That is, it did not result from the higher cognitive development of humans. Not surprisingly, there is also evidence that the human brain possesses these elementary feature detectors as well. Moreover, this architecture is capable of learning, similar to a back-propagation styled neural network. The weight between the cognitive and feature demons can be adjusted in proportion to the difference between the correct pattern and the activation from the cognitive demons. To continue with our previous example, when we first learned the letter R, we know is composed of a curved, long straight, and a short angled line. Thus when we perceive those features, we perceive R. However, the letter P consists of very similar features, so during the beginning stages of learning, it is likely for this architecture to mistakenly identify R as P. But through constant exposure of confirming R's features to be identified as R, the weights of R's features to P are adjusted so the P response becomes inhibited (e.g., learning to inhibit the P response when a short angled line is detected). In principle, a pandemonium architecture can recognize any pattern. As mentioned earlier, this architecture makes error predictions based on the amount of overlapping features. Such as, the most likely error for R should be P. Thus, in order to show this architecture represents the human pattern recognition system we must put these predictions into test. Researchers have constructed scenarios where various letters are presented in situations that make them difficult to identify; then types of errors were observed, which was used to generate confusion matrices: where all of the errors for each letter are recorded. Generally, the results from these experiments matched the error predictions from the pandemonium architecture. Also as a result of these experiments, some researchers have proposed models that attempted to list all of the basic features in the Roman alphabet. == Criticism == A major criticism of the pandemonium architecture is that it adopts a completely bottom-up processing: recognition is entirely driven by the physical characteristics of the targeted stimulus. This means that it is unable to account for any top-down processing effects, such as context effects (e.g., pareidolia), where contextual cues can facilitate (e.g., word superiority effect: it is relatively easier to identify a letter when it is part of a word than in isolation) processing. However, this is not a fatal criticism to the overall architecture, because is relatively easy to add a group of contextual demons to work along with the cognitive demons to account for these context effects. Although the pandemonium architecture is built on the fact that it can account for the image constancy phenomena, some researchers have argued otherwise; and pointed out that the pandemonium architecture might share the same flaws from the template matching models. For example, the letter H is composed of 2 long vertical lines and a short horizontal line; but if we rotate the H 90 degrees in either direction, it is now composed of 2 long horizontal lines and a short vertical line. In order to recognize the rotated H as H, we would need a rotated H cognitive demon. Thus we might end up with a system that requires a large number of cognitive demons in order to produce accurate recognition, which would lead to the same biological plausibility criticism of the template matching models. However, it is rather difficult to judge the validity of this criticism because the pandemonium architecture does not specify how and what features are extracted from incoming sensory information, it simply outlines the possible stages of pattern recognition. But of course that raises its own questions, to which it is almost impossible to criticize such a model if it does not include specific parameters. Also, the theory appears to be rather incomplete without defining how and what features are extracted, which proves to be especially problematic with complex patterns (e.g., extracting the weight and features of a dog). Some researchers have also pointed out that the evidence supporting the pandemonium architecture has been very narrow in its methodology. Majority of the research that supports this architecture has often referred to its ability to recognize simple schematic drawings that are selected from a small finite set (e.g., letters in the Roman alphabet). Evidence from these types of exper

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  • Affinity (software)

    Affinity (software)

    Affinity is a graphics editor developed by Serif, a subsidiary of Canva. It is simultaneously a vector graphics editor, a raster graphics editor and a desktop publishing application. It was first released in 2025 as a successor to Serif's Affinity Designer, Affinity Photo and Affinity Publisher, uniting the three editors into one application. While the previous versions competed individually against Adobe's Illustrator, Photoshop, and InDesign, Affinity 3.0 integrates their functionality into a single application. It uses a freemium model monetized by AI features exclusive to Canva Pro subscribers. == Functionality == Affinity is divided into a number of workspaces ("studios"), which are equivalent to the previous suite of Affinity applications: "vector" for vector graphics (Designer), "pixel" for raster editing (Photo), and "layout" for desktop publishing (Publisher). Additionally, it introduces the ability to create custom workspaces. The application supports real-time previews and non-destructive editing, which are based on GPU acceleration. Supported file formats include Adobe Photoshop, InDesign and Illustrator files, PDF, SVG, and TIFF, as well as a custom .af file format. === Vector editing === === Raster editing === Affinity includes photo editing tools including adjustments, masks, blend modes, batch processing, and retouching facilities. Additionally, the application can develop RAW files, similar to Adobe Lightroom. === Desktop publishing === Publishing features include master pages, text styles, and advanced typography. === AI features === The application supports Canva's existing AI features, such as background removal and generative fill. This requires a Canva subscription. == Development == === Background and acquisition (2014–2024) === Serif launched the original Affinity suite starting with Affinity Designer in 2014, followed by Photo (2015) and Publisher (2019). The software gained popularity for its one-time purchase model, contrasting with Adobe's subscription-based Creative Cloud. In November 2022, Serif released Version 2 of the suite, introducing a "Universal License" that covered all three apps across all platforms. In March 2024, Canva acquired Serif for approximately A$580 million (£300 million). Following user backlash regarding a potential shift to subscriptions, Canva and Serif issued a joint "Pledge" committing to four key principles: fair pricing, no mandatory subscriptions, perpetual licenses for existing products, and continued development of Affinity as a standalone suite. === Unified release (2025) === In September 2025, Serif pulled all existing versions of Affinity Designer, Affinity Photo and Affinity Publisher from sale ahead an upcoming announcement on 30 October; also ahead of the announcement, the iPadOS versions of the Affinity suite became free on App Store. During a "Creative Freedom" keynote on 30 October 2025, Canva released a new version now simply branded as "Affinity" (also known as "Affinity by Canva"), and referred to internally as version 3.0. Version 3 drops the separate applications and integrates their functionality into a singular application, and adds the ability to export directly to the Canva platform. It also adds a Canva AI studio, including background removal, "Expand & Edit", and generative fill. As of version 3, Affinity has switched to a freemium model; it is now available at no charge to users, although access to Canva AI features are locked behind the existing Canva Pro subscription service. Serif stated that the perpetually-licensed version 2 will remain available to existing owners, although it will no longer be actively maintained. The new version is currently available for macOS and Windows only, with an iPadOS version to be released soon. == Reception == The change in business model by Canva in 2025 was met with mixed reception, including concerns about its incorporation of AI features. Some users were concerned that their projects would be used for machine learning purposes, or that future versions would suffer from a lack of maintenance or become adware. Additionally, some felt it turned Affinity into fundamentally subscription-based software, given the prevalence of these features in professional contexts. Affinity publicly stated on social media that it would remain "free forever", users' projects would not be used to train AI models, and that "Canva has built a sustainable business model that allows this kind of generosity. And when more professionals use Affinity, Canva can sell more seats into businesses."

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  • Inception score

    Inception score

    The Inception Score (IS) is an algorithm used to assess the quality of images created by a generative image model such as a generative adversarial network (GAN). The score is calculated based on the output of a separate, pretrained Inception v3 image classification model applied to a sample of (typically around 30,000) images generated by the generative model. The Inception Score is maximized when the following conditions are true: The entropy of the distribution of labels predicted by the Inceptionv3 model for the generated images is minimized. In other words, the classification model confidently predicts a single label for each image. Intuitively, this corresponds to the desideratum of generated images being "sharp" or "distinct". The predictions of the classification model are evenly distributed across all possible labels. This corresponds to the desideratum that the output of the generative model is "diverse". It has been somewhat superseded by the related Fréchet inception distance. While the Inception Score only evaluates the distribution of generated images, the FID compares the distribution of generated images with the distribution of a set of real images ("ground truth"). == Definition == Let there be two spaces, the space of images Ω X {\displaystyle \Omega _{X}} and the space of labels Ω Y {\displaystyle \Omega _{Y}} . The space of labels is finite. Let p g e n {\displaystyle p_{gen}} be a probability distribution over Ω X {\displaystyle \Omega _{X}} that we wish to judge. Let a discriminator be a function of type p d i s : Ω X → M ( Ω Y ) {\displaystyle p_{dis}:\Omega _{X}\to M(\Omega _{Y})} where M ( Ω Y ) {\displaystyle M(\Omega _{Y})} is the set of all probability distributions on Ω Y {\displaystyle \Omega _{Y}} . For any image x {\displaystyle x} , and any label y {\displaystyle y} , let p d i s ( y | x ) {\displaystyle p_{dis}(y|x)} be the probability that image x {\displaystyle x} has label y {\displaystyle y} , according to the discriminator. It is usually implemented as an Inception-v3 network trained on ImageNet. The Inception Score of p g e n {\displaystyle p_{gen}} relative to p d i s {\displaystyle p_{dis}} is I S ( p g e n , p d i s ) := exp ⁡ ( E x ∼ p g e n [ D K L ( p d i s ( ⋅ | x ) ‖ ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x ) ] ) {\displaystyle IS(p_{gen},p_{dis}):=\exp \left(\mathbb {E} _{x\sim p_{gen}}\left[D_{KL}\left(p_{dis}(\cdot |x)\|\int p_{dis}(\cdot |x)p_{gen}(x)dx\right)\right]\right)} Equivalent rewrites include ln ⁡ I S ( p g e n , p d i s ) := E x ∼ p g e n [ D K L ( p d i s ( ⋅ | x ) ‖ E x ∼ p g e n [ p d i s ( ⋅ | x ) ] ) ] {\displaystyle \ln IS(p_{gen},p_{dis}):=\mathbb {E} _{x\sim p_{gen}}\left[D_{KL}\left(p_{dis}(\cdot |x)\|\mathbb {E} _{x\sim p_{gen}}[p_{dis}(\cdot |x)]\right)\right]} ln ⁡ I S ( p g e n , p d i s ) := H [ E x ∼ p g e n [ p d i s ( ⋅ | x ) ] ] − E x ∼ p g e n [ H [ p d i s ( ⋅ | x ) ] ] {\displaystyle \ln IS(p_{gen},p_{dis}):=H[\mathbb {E} _{x\sim p_{gen}}[p_{dis}(\cdot |x)]]-\mathbb {E} _{x\sim p_{gen}}[H[p_{dis}(\cdot |x)]]} ln ⁡ I S {\displaystyle \ln IS} is nonnegative by Jensen's inequality. Pseudocode:INPUT discriminator p d i s {\displaystyle p_{dis}} . INPUT generator g {\displaystyle g} . Sample images x i {\displaystyle x_{i}} from generator. Compute p d i s ( ⋅ | x i ) {\displaystyle p_{dis}(\cdot |x_{i})} , the probability distribution over labels conditional on image x i {\displaystyle x_{i}} . Sum up the results to obtain p ^ {\displaystyle {\hat {p}}} , an empirical estimate of ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x {\displaystyle \int p_{dis}(\cdot |x)p_{gen}(x)dx} . Sample more images x i {\displaystyle x_{i}} from generator, and for each, compute D K L ( p d i s ( ⋅ | x i ) ‖ p ^ ) {\displaystyle D_{KL}\left(p_{dis}(\cdot |x_{i})\|{\hat {p}}\right)} . Average the results, and take its exponential. RETURN the result. === Interpretation === A higher inception score is interpreted as "better", as it means that p g e n {\displaystyle p_{gen}} is a "sharp and distinct" collection of pictures. ln ⁡ I S ( p g e n , p d i s ) ∈ [ 0 , ln ⁡ N ] {\displaystyle \ln IS(p_{gen},p_{dis})\in [0,\ln N]} , where N {\displaystyle N} is the total number of possible labels. ln ⁡ I S ( p g e n , p d i s ) = 0 {\displaystyle \ln IS(p_{gen},p_{dis})=0} iff for almost all x ∼ p g e n {\displaystyle x\sim p_{gen}} p d i s ( ⋅ | x ) = ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x {\displaystyle p_{dis}(\cdot |x)=\int p_{dis}(\cdot |x)p_{gen}(x)dx} That means p g e n {\displaystyle p_{gen}} is completely "indistinct". That is, for any image x {\displaystyle x} sampled from p g e n {\displaystyle p_{gen}} , discriminator returns exactly the same label predictions p d i s ( ⋅ | x ) {\displaystyle p_{dis}(\cdot |x)} . The highest inception score N {\displaystyle N} is achieved if and only if the two conditions are both true: For almost all x ∼ p g e n {\displaystyle x\sim p_{gen}} , the distribution p d i s ( y | x ) {\displaystyle p_{dis}(y|x)} is concentrated on one label. That is, H y [ p d i s ( y | x ) ] = 0 {\displaystyle H_{y}[p_{dis}(y|x)]=0} . That is, every image sampled from p g e n {\displaystyle p_{gen}} is exactly classified by the discriminator. For every label y {\displaystyle y} , the proportion of generated images labelled as y {\displaystyle y} is exactly E x ∼ p g e n [ p d i s ( y | x ) ] = 1 N {\displaystyle \mathbb {E} _{x\sim p_{gen}}[p_{dis}(y|x)]={\frac {1}{N}}} . That is, the generated images are equally distributed over all labels.

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  • TIMIT

    TIMIT

    TIMIT is a corpus of phonemically and lexically transcribed speech of American English speakers of different sexes and dialects. Each transcribed element has been delineated in time. TIMIT was designed to further acoustic-phonetic knowledge and automatic speech recognition systems. It was commissioned by DARPA and corpus design was a joint effort between the Massachusetts Institute of Technology, SRI International, and Texas Instruments (TI). The speech was recorded at TI, transcribed at MIT, and verified and prepared for publishing by the National Institute of Standards and Technology (NIST). There is also a telephone bandwidth version called NTIMIT (Network TIMIT). TIMIT and NTIMIT are not freely available — either membership of the Linguistic Data Consortium, or a monetary payment, is required for access to the dataset. == Data == TIMIT contains ~5 hours of speech, of 10 sentences spoken by each of 630 speakers. The sentences were randomly sampled from a corpus of 2342 sentences. The speakers were native speakers of American English, classified under 8 major dialect regions: New England, Northern, North Midland, South Midland, Southern, New York City, Western, Army Brat (moved around). The speakers were 70% male and 30% female. Recordings were made in a noise-isolated recording booth at Texas Instrument, using a semi-automatic computer system (STEROIDS) to control the presentation of prompts to the speaker and the recording. Two-channel recordings were made using a Sennheiser HMD 414 headset-mounted microphone and a Brüel & Kjær 1/2" far-field pressure microphone (#4165). The speech was digitized at a sample rate of 20 kHz then and downsampled to 16 kHz. == History == The TIMIT telephone corpus was an early attempt to create a database with speech samples. It was published in the year 1988 on CD-ROM and consists of only 10 sentences per speaker. Two 'dialect' sentences were read by each speaker, as well as another 8 sentences selected from a larger set Each sentence averages 3 seconds long and is spoken by 630 different speakers. It was the first notable attempt in creating and distributing a speech corpus and the overall project has produced costs of 1.5 million US$. An update was released in October 1990. It included full 630-speaker corpus; checked and corrected transcriptions; word-alignment transcriptions; NIST SPHERE-headered waveform files and header manipulation software; phonemic dictionary; new test and training subsets balanced for dialectal and phonetic coverage; more extensive documentation. The full name of the project is DARPA-TIMIT Acoustic-Phonetic Continuous Speech Corpus and the acronym TIMIT stands for Texas Instruments/Massachusetts Institute of Technology. The main reason why a corpus of telephone speech was created was to train speech recognition software. In the Blizzard challenge, different software has the obligation to convert audio recordings into textual data and the TIMIT corpus was used as a standardized baseline.

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  • Non-separable wavelet

    Non-separable wavelet

    Non-separable wavelets are multi-dimensional wavelets that are not directly implemented as tensor products of wavelets on some lower-dimensional space. They have been studied since 1992. They offer a few important advantages. Notably, using non-separable filters leads to more parameters in design, and consequently better filters. The main difference, when compared to the one-dimensional wavelets, is that multi-dimensional sampling requires the use of lattices (e.g., the quincunx lattice). The wavelet filters themselves can be separable or non-separable regardless of the sampling lattice. Thus, in some cases, the non-separable wavelets can be implemented in a separable fashion. Unlike separable wavelet, the non-separable wavelets are capable of detecting structures that are not only horizontal, vertical or diagonal (show less anisotropy). == Examples == Red-black wavelets Contourlets Shearlets Directionlets Steerable pyramids Non-separable schemes for tensor-product wavelets

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