AI Chatbot Questionnaire

AI Chatbot Questionnaire — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

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  • YrWall

    YrWall

    YrWall is a Digital Graffiti Wall developed by event company Luma, where designs are created on a large wall using a modified spray paint can. The can contains no paint, instead it has an IR light which is tracked by a computer vision system and the image immediately back-projected onto the wall. The inbuilt YrWall software has much of the functionality of a typical computer paint program, with a pop-out interface which enables users to change colour, spray width, opacity, work with stencils and use animated items such as swirls, stars, drips and splats. Recent additions to YrWall include options to email a JPEG of the completed design and create personalised stickers and T-shirts. == Dragons' Den == The inventor of YrWall, Tom Hogan, and his business partner, Tim Williams, appeared on Episode 4 of Series 8 of the BBC show Dragons' Den. Seeking investment in YrWall, the entrepreneurs were successful in gaining £50,000 for 40% of the YrWall parent company Lumacoustics from Dragons Deborah Meaden and Peter Jones. == World's Largest Interactive Graffiti Wall == In September 2009 YrWall was used to create the 'World's Largest Interactive Graffiti Wall' at the Bristol Festival, UK. Artists used the standard 3.5 m2 YrWall to produce artwork which was in turn projected live onto a 26m x 10m space on the side of the iconic Lloyds amphitheatre building.

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  • Fully probabilistic design

    Fully probabilistic design

    Decision making (DM) can be seen as a purposeful choice of action sequences. It also covers control, a purposeful choice of input sequences. As a rule, it runs under randomness, uncertainty and incomplete knowledge. A range of prescriptive theories have been proposed how to make optimal decisions under these conditions. They optimise sequence of decision rules, mappings of the available knowledge on possible actions. This sequence is called strategy or policy. Among various theories, Bayesian DM is broadly accepted axiomatically based theory that solves the design of optimal decision strategy. It describes random, uncertain or incompletely known quantities as random variables, i.e. by their joint probability expressing belief in their possible values. The strategy that minimises expected loss (or equivalently maximises expected reward) expressing decision-maker's goals is then taken as the optimal strategy. While the probabilistic description of beliefs is uniquely and deductively driven by rules for joint probabilities, the composition and decomposition of the loss function have no such universally applicable formal machinery. Fully probabilistic design (of decision strategies or control, FPD) removes the mentioned drawback and expresses also the DM goals of by the "ideal" probability, which assigns high (small) values to desired (undesired) behaviours of the closed DM loop formed by the influenced world part and by the used strategy. FPD has axiomatic basis and has Bayesian DM as its restricted subpart. FPD has a range of theoretical consequences , and, importantly, has been successfully used to quite diverse application domains.

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  • ARD Sounds

    ARD Sounds

    ARD Sounds (until March 2026: ARD Audiothek) is the joint audio portal of the state broadcasting stations of the ARD and Deutschlandradio on the Internet. The service was officially launched as a mobile app on November 8, 2017, on the occasion of the ARD Radio Play Days in Karlsruhe. A beta web version has also been available since November 2018; it replaces the radio features in the ARD Mediathek, which has since offered only video content. Editorial support for the ARD Audiothek is provided by the ARD, the online editorial team in Mainz. In April 2018, the ARD Audiothek won the German Digital Award in silver in the category "Mobile Apps - User Experience / Usability". Within a year, the mobile app version had been installed more than 510,000 times and had around 21 million audio views. The Android app recorded more than 100,000 downloads in October 2019, according to the Google Play Store.

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  • E-gree (app)

    E-gree (app)

    E-gree is a legal app that became well known in 2020. It was the first app of its kind to protect users against a number of dating-related issues, including revenge porn. == Background == The app was co-founded by Araz Mamet, Keith Fraser and Ilya Flaks. The app focuses on privacy, with users being able to set up various contracts to protect themselves following a breakup, or while dating. This notably included signing an NDA when sexting. The app received investment from a number of notable people and companies, including Natalia Vodianova.

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  • Fluency Voice Technology

    Fluency Voice Technology

    Fluency Voice Technology was a company that developed and sold packaged speech recognition solutions for use in call centers. Fluency's Speech Recognition solutions are used by call centers worldwide to improve customer service and significantly reduce costs and are available on-premises and hosted. == History == 1998 – Fluency was created as a spin-off from the Voice Research & Development team of a company called netdecisions. This R&D operation was established in Cambridge UK. The focus of the development was speech recognition systems based on the VXML standard. 2001 – Fluency became a separate entity in May 2001. Fluency began the creation of a software development platform specifically aimed at automating call center activities. This platform became Fluency's VoiceRunner. 2002 to 2004 – Fluency establishes accomplishes many successful deployments in customer sites such as National Express and Barclaycard. 2003 – Fluency expanded into the USA. Fluency also acquires Vocalis of Cambridge, UK in August 2003. 2004 – Fluency receives £6 million investment from leading European Venture Capitalists and establishes a global OEM partnership with Avaya, and the acquisition of SRC Telecom. 2008 – Fluency is acquired by Syntellect Ltd == Customers == Call Centers around the world use Fluency to improve service and reduce costs. They include Travelodge, Standard Life Bank, Sutton and East Surrey Water, Pizza Hut, CWT, Barclays, Powergen, First Choice, OutRight, J D Williams, Capital Blue Cross, Chelsea Building Society, EDF, bss, TV Licensing and Capita Software Services.

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  • FIRST Global Challenge

    FIRST Global Challenge

    The FIRST Global Challenge is a yearly robotics competition organized by the International First Committee Association. It promotes STEM education and careers for youth and was created by Dean Kamen in 2016 as an expansion of FIRST, an organization with similar objectives. == History == FIRST Global is a trade name for the International First Committee Association, a nonprofit corporation based in Manchester, New Hampshire, with a 501(c)(3) designation from the IRS. The nonprofit was founded by the co-founder of FIRST, Dean Kamen, with the objective of promoting STEM education and careers in the developing world through Olympics-style robotics competitions. Former US Congressman, Joe Sestak was the organization's president in 2017, but left after the 2017 Challenge. Each year, the FIRST Global Challenge is held in a different city. For example, Mexico City was selected to host the 2018 Challenge after the United States hosted the 2017 edition in Washington, DC. This is a change from FIRST's system of championships, where one city hosts for several years at a time. In May 2020, it was announced that FIRST Global would not host a traditional challenge in 2020 due to the COVID-19 pandemic and shifted to a remote model. One of the three champions were Team Bangladesh. In 2022, FIRST Global returned to in-person events with the 2022 Challenge in Geneva, Switzerland. == Editions == === Washington, D.C. 2017 === The 2017 FIRST Global Challenge was held in Washington, D.C., from July 16–18, and the challenge was the use of robots to separate different colored balls, representing clean water and impurities in water, symbolizing the Engineering Grand Challenge (based on the Millennium Development Goal) of improving access to clean water in the developing world. Around 160 teams composed of 15- to 18-year-olds from 157 countries participated, and around 60% of teams were created or led by young women. Six continental teams also participated. === Mexico City 2018 === The 2018 FIRST Global Challenge was held in Mexico City from August 15–18. The 2018 Challenge was called Energy Impact and explored the impact of various types of energy on the world and how they can be made more sustainable. In the challenge, robots worked together in teams of three to give cubes to human players, turn a crank, and score cubes in goals in order to generate electrical power. The challenge was based on three Engineering Grand Challenges; making solar energy affordable, making fusion energy a reality, and creating carbon sequestration methods. === Dubai 2019 === The 2019 challenge, called Ocean Opportunities, was held in Dubai from October 24–27 and was the first challenge hosted outside of North America. The challenge was themed around clearing the ocean of pollutants, and had two alliances of three teams each attempting to score large and small balls representing pollutants into processing areas and a processing barge. The processing barge had multiple levels, with higher levels worth more points. At the end of the match, robots "docked" with the barge by driving onto or climbing up it, with climbing worth more points. The event was opened by Sheikh Hamdan bin Mohammed Al Maktoum, Crown Prince of Dubai. === Geneva 2022 === The 2022 challenge called Carbon Capture, was held in Geneva from October 13–16. The challenge was themed around removing carbon dioxide (CO2) emissions from the atmosphere. In the Carbon Capture game, six different countries worked together to capture and store black balls representing carbon particles. The storage tower had multiple cantilevered bars that the robots mounted to, with the higher bars worth a greater multiplier. At the end of a match, robots "docked" on the storage tower's base or climbed the bars with their alliance indicator ball. Each match started with a "global alliance" of six countries, then divided into two "regional alliances" each consisting of three countries. The event was opened by Dr. Martina Hirayama, Switzerland State Secretary for Education, Research and Innovation (SERI). === Singapore 2023 === The 2023 challenge, called Hydrogen Horizons, was held in Singapore from October 7–10. The challenge is themed around renewable energy with a focus on hydrogen technologies. === Athens 2024 === The 2024 challenge was hosted in the Peace and Friendship Stadium in Attica, Greece. === Panama 2025 === The 2025 challenge, Eco Equilibrium, was hosted in the Panama Convention Centre in Panama City, Panama. == Subordinate programs == === Global STEM Corps === The Global STEM Corps is a FIRST Global initiative that connects qualified volunteer mentors with students in developing countries to prepare them for competitions. === New Technology Experience === The New Technology Experience (NTE) is an annual component of the FIRST Global Challenge that was added to the organization's offerings in 2021. It was established as a means for the student community to stay current with cutting-edge technology and is integrated with each year's theme. The 2021 NTE was the CubeSat Prototype Challenge. The 2022 NTE, Carbon Countermeasures, was presented in partnership with XPRIZE.

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  • ARD Sounds

    ARD Sounds

    ARD Sounds (until March 2026: ARD Audiothek) is the joint audio portal of the state broadcasting stations of the ARD and Deutschlandradio on the Internet. The service was officially launched as a mobile app on November 8, 2017, on the occasion of the ARD Radio Play Days in Karlsruhe. A beta web version has also been available since November 2018; it replaces the radio features in the ARD Mediathek, which has since offered only video content. Editorial support for the ARD Audiothek is provided by the ARD, the online editorial team in Mainz. In April 2018, the ARD Audiothek won the German Digital Award in silver in the category "Mobile Apps - User Experience / Usability". Within a year, the mobile app version had been installed more than 510,000 times and had around 21 million audio views. The Android app recorded more than 100,000 downloads in October 2019, according to the Google Play Store.

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  • Viewport

    Viewport

    A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the world coordinate window is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g. miles, centimeters etc. The word window as used here should not be confused with the GUI window, i.e. the notion used in window managers. Rather it is an analogy with how a window limits what one can see outside a room. In contrast, the viewport is an area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered. Clipping to the world-coordinates window is usually applied to the objects before they are passed through the window-to-viewport transformation. For a 2D object, the latter transformation is simply a combination of translation and scaling, the latter not necessarily uniform. An analogy of this transformation process based on traditional photography notions is to equate the world-clipping window with the camera settings and the variously sized prints that can be obtained from the resulting film image as possible viewports. Because the physical-device-based coordinates may not be portable from one device to another, a software abstraction layer known as normalized device coordinates is typically introduced for expressing viewports; it appears for example in the Graphical Kernel System (GKS) and later systems inspired from it. In 3D computer graphics, the viewport refers to the 2D rectangle used to project the 3D scene to the position of a virtual camera. A viewport is a region of the screen used to display a portion of the total image to be shown. In virtual desktops, the viewport is the visible portion of a 2D area which is larger than the visualization device. When viewing a document in a web browser, the viewport is the region of the browser window which contains the visible portion of the document. If the size of the viewport changes, for example as a result of the user resizing the browser window, then the browser may reflow the document (recalculate the locations and sizes of elements of the document). If the document is larger than the viewport, the user can control the portion of the document which is visible by scrolling in the viewport.

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  • Paint.NET

    Paint.NET

    Paint.NET (sometimes stylized as paint.net) is a freeware general-purpose raster graphics editor program for Microsoft Windows, developed with the .NET platform. Paint.NET was originally created by Rick Brewster as a Washington State University student project, and has evolved from a simple replacement for the Microsoft Paint program into a program for editing mainly graphics, with support for plugins. == History == Paint.NET originated as a computer science senior design project by Rick Brewster during spring 2004 at Washington State University. Version 1.0 consisted of 36,000 lines of code and was written in four months. In contrast, version 3.35 has approximately 162,000 lines of code. The Paint.NET project continued over the summer and into the autumn 2004 semester for both the version 1.1 and 2.0 releases. Development continued with one programmer who worked on previous versions of Paint.NET while he was a student at WSU. As of May 2006 the program had been downloaded at least 2 million times, at a rate of about 180,000 per month. Initially, Paint.NET was released under a modified version of the MIT License, with the exclusion of the installer, text, and graphics. However, citing issues with the open source code being plagiarized by others that had rebranded the software as their own and bundled user content without their permission, the availability of the source code was restricted, in December 2007 Brewster announced his intent to restrict access to components of the program (including its installer, resources, and user interface). In November 2009, the software was made proprietary, restricting the sale or creation of derivative works of the software. Starting with version 4.0.18, Paint.NET is published in two editions: A classic edition remains freeware, similar to all other versions since 3.5. Another edition, however, is published to Microsoft Store under a trialware license and is available to purchase for US$14.99. According to the developer, this was done to enable the users to contribute to the development with more convenience, even though the old avenue of donation was not closed. In May 2026, Brewster revealed that he obtained the paint.net domain after attempting to do so for 22 years. Historically, the editor was hosted on getpaint.net, and according to Brewster, the previous owners of paint.net would not sell the domain and asked for "lots and lots of money". In December of the previous year, paint.net began hosting content that impersonated Paint.NET, therefore becoming a clear case of trademark infringement and domain squatting. Brewster stated that he was able to obtain the domain afterwards with the help of a lawyer. == Overview == Paint.NET is primarily programmed in the C# programming language. Its native image format, .PDN, is a compressed representation of the application's internal object format, which preserves layering and other information. == Plugins == Paint.NET supports plugins, which add image adjustments, effects, and support for additional file types. They can be programmed using any .NET Framework programming language, though they are most commonly written in C#. These are created by volunteer coders on the program's discussion board, the Paint.NET Forum. Though most are simply published via the discussion board, some have been included with a later release of the program. For instance, a DirectDraw Surface file type plugin, (originally by Dean Ashton) and an Ink Sketch and Soften Portrait effect (originally by David Issel) were added to Paint.NET in version 3.10. Hundreds of plugins have been produced; such as Shape3D, which renders a 2D drawing into a 3D shape. Some plugins expand on the functionality that comes with Paint.NET, such as Curves+ and Sharpen+, which extend the included tools Curves and Sharpen, respectively. Examples of file type plugins include an Animated Cursor and Icon plugin and an Adobe Photoshop file format plugin. Several of these plugins are based on existing open source software, such as a raw image format plugin that uses dcraw and a PNG optimization plugin that uses OptiPNG. == Forks == === paint-mono === Paint.NET was created exclusively for Windows and has no native support for other operating systems. Due to its former open-source licensing, the development of alternative versions was possible. In May 2007, Miguel de Icaza officially started a porting project called paint-mono. This project had partially ported Paint.NET 3.0 to Mono, an open-source implementation of the Common Language Infrastructure on which the .NET Framework is based. This allowed Paint.NET to be run on Mono-supported platforms, such as Linux. This port is no longer maintained and has not been updated since March 2009. Newer Mono runtime 6 versions are able to run original Paint.NET releases up to 3.5.11 with only minor issues. === Pinta === In 2010, developer Jonathan Pobst started a project called Pinta, describing it as a clone of Paint.NET for Mono and Gtk#. Pinta reused the adjustments and effects code from Paint.NET but otherwise is original code.

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  • Procreate (software)

    Procreate (software)

    Procreate is a raster graphics editor app for digital painting developed and published by the Australian company Savage Interactive for iOS and iPadOS. It was launched on the App Store in 2011. == Versions == === Procreate === Procreate for iPad was first released in 2011 by the Tasmanian software company Savage Interactive. In June 2013, Savage launched Procreate 2 in conjunction with iOS 7, adding new features such as higher resolution capabilities and more brush options. In 2016, Procreate became one of the top ten best-selling iPad apps on the App Store. In 2018, Procreate became the overall best selling iPad app. With iOS 26, Procreate adapted Liquid Glass into its software. As of March 2026, the most recent version of Procreate for the iPad is 5.4.9. === Procreate Pocket === Procreate Pocket was released to the App Store in December 2014. In 2018, Savage launched Procreate Pocket 2.0 to the App Store. In December 2018, Procreate Pocket received Apple's "App of the Year" award. As of September 2025, the most recent version of Procreate Pocket (for the iPhone) is 4.0.15. === Procreate Dreams === Procreate Dreams, their more recent app focused on 2D animation, was released on the App Store on November 22, 2023. While the application is commended for its intuitive interface and accessibility, some reviewers have noted that it may lack some key animations features, such as reference layers. In June 2024, Procreate Dreams received the 2024 Apple Design Award for Innovation. In December 2025, Savage Interactive released Procreate Dreams 2, a long awaited update and redesign to Procreate Dreams. == Features == The current versions of Procreate use Valkyrie, a proprietary graphics engine to allow customisable brush options and importing brushes from Adobe Photoshop. Procreate offers known features like layers, masks, and blending mode. Its biggest standout compared to other professional drawing software is its simple UI and comparatively easy learning curve. The app also allows for animation. Savage expanded upon Procreate's animation features with a companion app dedicated to 2D animation called Procreate Dreams, released in November 2023. On August 2024, Procreate announced that it would not be incorporating generative artificial intelligence into its software. Savage offers a free internet forum called Procreate Discussions in which users can ask for help, suggest ideas, and share user-generated content on the marketplace or the resources board. == Notable users == Concept artist Doug Chiang creates robot, vehicle, and creature designs for Star Wars in Procreate. Professional artists have also used Procreate to create the posters for Stranger Things, Logan, and Blade Runner 2049, as well as several covers for The New Yorker. It has also been professionally adopted at Marvel Comics, DC Comics, Disney Animation, and Pixar.

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  • BeeSafe

    BeeSafe

    BeeSafe is a personal safety mobile app launched in 2015 as a Slovak startup. It is a location-based security service that notifies family members and friends in case the user of the app gets in danger. The app has received numerous awards. The app has more than 700 downloads and 250 active logins from more than 60 countries worldwide. == History == BeeSafe was founded on March 20, 2015 by Peter Stražovec and Michal Kačerík. The project was a winner of Žilina’s Startup Weekend 2013 and a StartupAwards.SK 2015 finalist. Later on, the app was released in the Android and iOS marketplace. The whole BeeSafe project was in The Spot booster and incubator in Bratislava for three months. BeeSafe entered into an agreement with the city of Piešťany in November 2015 to increase the security of its citizen by connecting the mobile app with the police platform. It is the first city that started using the BeeSafe platform. Further on, the application tries to help people in other Slovak cities. The cities can see the users only if they are in danger. == Awards == BeeSafe app received the Via Bona award, it is a winner of a Slovak startup and has other nominations too.

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  • Clara.io

    Clara.io

    Clara.io is web-based freemium 3D computer graphics software developed by Exocortex, a Canadian software company. The free or "Basic" component of their freemium offering, however, places severe restrictions, such as on saving models and importing texture maps, which are undisclosed in the company's own descriptions of their plans.vf TMN == History == Clara.io was announced in July 2013, and first presented as part of the official SIGGRAPH 2013 program later that month. By November 2013, when the open beta period started, Clara.io had 14,000 registered users. Clara.io claimed to have 26,000 registered users in January 2014, which grew to 85,000 by December 2014. Clara.io was permanently shut down on December 31, 2022, but the site is currently still partially functional to logged-in users. == Features == Polygonal modeling Constructive solid geometry Key frame animation Skeletal animation Hierarchical scene graph Texture mapping Photorealistic rendering (streaming cloud rendering using V-Ray Cloud) Scene publishing via HTML iframe embedding FBX, Collada, OBJ, STL and Three.js import/export Collaborative real-time editing Revision control (versioning & history) Scripting, Plugins & REST APIs 3D model library Unlisted and Private scenes (paid subscriptions only). == Technology == Clara.io is developed using HTML5, JavaScript, WebGL and Three.js. Clara.io does not rely on any browser plugins and thus runs on any platform that has a modern standards compliant browser. == Screenshots ==

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  • Landweber iteration

    Landweber iteration

    The Landweber iteration or Landweber algorithm is an algorithm to solve ill-posed linear inverse problems, and it has been extended to solve non-linear problems that involve constraints. The method was first proposed in the 1950s by Louis Landweber, and it can be now viewed as a special case of many other more general methods. == Basic algorithm == The original Landweber algorithm attempts to recover a signal x from (noisy) measurements y. The linear version assumes that y = A x {\displaystyle y=Ax} for a linear operator A. When the problem is in finite dimensions, A is just a matrix. When A is nonsingular, then an explicit solution is x = A − 1 y {\displaystyle x=A^{-1}y} . However, if A is ill-conditioned, the explicit solution is a poor choice since it is sensitive to any noise in the data y. If A is singular, this explicit solution doesn't even exist. The Landweber algorithm is an attempt to regularize the problem, and is one of the alternatives to Tikhonov regularization. We may view the Landweber algorithm as solving: min x ‖ A x − y ‖ 2 2 / 2 {\displaystyle \min _{x}\|Ax-y\|_{2}^{2}/2} using an iterative method. The algorithm is given by the update x k + 1 = x k − ω A ∗ ( A x k − y ) . {\displaystyle x_{k+1}=x_{k}-\omega A^{}(Ax_{k}-y).} where the relaxation factor ω {\displaystyle \omega } satisfies 0 < ω < 2 / σ 1 2 {\displaystyle 0<\omega <2/\sigma _{1}^{2}} . Here σ 1 {\displaystyle \sigma _{1}} is the largest singular value of A {\displaystyle A} . If we write f ( x ) = ‖ A x − y ‖ 2 2 / 2 {\displaystyle f(x)=\|Ax-y\|_{2}^{2}/2} , then the update can be written in terms of the gradient x k + 1 = x k − ω ∇ f ( x k ) {\displaystyle x_{k+1}=x_{k}-\omega \nabla f(x_{k})} and hence the algorithm is a special case of gradient descent. For ill-posed problems, the iterative method needs to be stopped at a suitable iteration index, because it semi-converges. This means that the iterates approach a regularized solution during the first iterations, but become unstable in further iterations. The reciprocal of the iteration index 1 / k {\displaystyle 1/k} acts as a regularization parameter. A suitable parameter is found, when the mismatch ‖ A x k − y ‖ 2 2 {\displaystyle \|Ax_{k}-y\|_{2}^{2}} approaches the noise level. Using the Landweber iteration as a regularization algorithm has been discussed in the literature. == Nonlinear extension == In general, the updates generated by x k + 1 = x k − τ ∇ f ( x k ) {\displaystyle x_{k+1}=x_{k}-\tau \nabla f(x_{k})} will generate a sequence f ( x k ) {\displaystyle f(x_{k})} that converges to a minimizer of f whenever f is convex and the stepsize τ {\displaystyle \tau } is chosen such that 0 < τ < 2 / ( ‖ ∇ f ‖ 2 ) {\displaystyle 0<\tau <2/(\|\nabla f\|^{2})} where ‖ ⋅ ‖ {\displaystyle \|\cdot \|} is the spectral norm. Since this is special type of gradient descent, there currently is not much benefit to analyzing it on its own as the nonlinear Landweber, but such analysis was performed historically by many communities not aware of unifying frameworks. The nonlinear Landweber problem has been studied in many papers in many communities; see, for example. == Extension to constrained problems == If f is a convex function and C is a convex set, then the problem min x ∈ C f ( x ) {\displaystyle \min _{x\in C}f(x)} can be solved by the constrained, nonlinear Landweber iteration, given by: x k + 1 = P C ( x k − τ ∇ f ( x k ) ) {\displaystyle x_{k+1}={\mathcal {P}}_{C}(x_{k}-\tau \nabla f(x_{k}))} where P {\displaystyle {\mathcal {P}}} is the projection onto the set C. Convergence is guaranteed when 0 < τ < 2 / ( ‖ A ‖ 2 ) {\displaystyle 0<\tau <2/(\|A\|^{2})} . This is again a special case of projected gradient descent (which is a special case of the forward–backward algorithm) as discussed in. == Applications == Since the method has been around since the 1950s, it has been adopted and rediscovered by many scientific communities, especially those studying ill-posed problems. In X-ray computed tomography it is called simultaneous iterative reconstruction technique (SIRT). It has also been used in the computer vision community and the signal restoration community. It is also used in image processing, since many image problems, such as deconvolution, are ill-posed. Variants of this method have been used also in sparse approximation problems and compressed sensing settings.

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  • Framebuffer

    Framebuffer

    A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. The phrase "screen buffer” refers to a logical function, while video memory refers to a hardware storage location. In particular, the screen buffer may be placed in the main RAM, the video memory, or some other hardware location. To reduce latency and avoid screen tearing, multiple frames can be buffered, and this technique is called multiple buffering. When this is so, at any time, only one frame would be visible, and the others would not be. The currently invisible frames are located in the off-screen buffer. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of memory required for the framebuffer depends on the resolution of the output signal, and on the color depth or palette size. == History == Computer researchers had long discussed the theoretical advantages of a framebuffer but were unable to produce a machine with sufficient memory at an economically practicable cost. In 1947, the Manchester Baby computer used a Williams tube, later the Williams-Kilburn tube, to store 1024 bits on a cathode-ray tube (CRT) memory and displayed on a second CRT. Other research labs were exploring these techniques with MIT Lincoln Laboratory achieving a 4096 display in 1950. A color-scanned display was implemented in the late 1960s, called the Brookhaven RAster Display (BRAD), which used a drum memory and a television monitor. In 1969, A. Michael Noll of Bell Telephone Laboratories, Inc. implemented a scanned display with a frame buffer, using magnetic-core memory. A year or so later, the Bell Labs system was expanded to display an image with a color depth of three bits on a standard color TV monitor. The vector graphics used in the computer had to be converted for the scanned graphics of a TV display. In the early 1970s, the development of MOS memory (metal–oxide–semiconductor memory) integrated-circuit chips, particularly high-density DRAM (dynamic random-access memory) chips with at least 1 kb memory, made it practical to create, for the first time, a digital memory system with framebuffers capable of holding a standard video image. This led to the development of the SuperPaint system by Richard Shoup at Xerox PARC in 1972. Shoup was able to use the SuperPaint framebuffer to create an early digital video-capture system. By synchronizing the output signal to the input signal, Shoup was able to overwrite each pixel of data as it shifted in. Shoup also experimented with modifying the output signal using color tables. These color tables allowed the SuperPaint system to produce a wide variety of colors outside the range of the limited 8-bit data it contained. This scheme would later become commonplace in computer framebuffers. In 1974, Evans & Sutherland released the first commercial framebuffer, the Picture System, costing about $15,000. It was capable of producing resolutions of up to 512 by 512 pixels in 8-bit grayscale, and became a boon for graphics researchers who did not have the resources to build their own framebuffer. The New York Institute of Technology would later create the first 24-bit color system using three of the Evans & Sutherland framebuffers. Each framebuffer was connected to an RGB color output (one for red, one for green and one for blue), with a Digital Equipment Corporation PDP 11/04 minicomputer controlling the three devices as one. In 1975, the UK company Quantel produced the first commercial full-color broadcast framebuffer, the Quantel DFS 3000. It was first used in TV coverage of the 1976 Montreal Olympics to generate a picture-in-picture inset of the Olympic flaming torch while the rest of the picture featured the runner entering the stadium. The rapid improvement of integrated-circuit technology made it possible for many of the home computers of the late 1970s to contain low-color-depth framebuffers. Today, nearly all computers with graphical capabilities utilize a framebuffer for generating the video signal. Amiga computers, created in the 1980s, featured special design attention to graphics performance and included a unique Hold-And-Modify framebuffer capable of displaying 4096 colors. Framebuffers also became popular in high-end workstations and arcade system boards throughout the 1980s. SGI, Sun Microsystems, HP, DEC and IBM all released framebuffers for their workstation computers in this period. These framebuffers were usually of a much higher quality than could be found in most home computers, and were regularly used in television, printing, computer modeling and 3D graphics. Framebuffers were also used by Sega for its high-end arcade boards, which were also of a higher quality than on home computers. == Display modes == Framebuffers used in personal and home computing often had sets of defined modes under which the framebuffer can operate. These modes reconfigure the hardware to output different resolutions, color depths, memory layouts and refresh rate timings. In the world of Unix machines and operating systems, such conveniences were usually eschewed in favor of directly manipulating the hardware settings. This manipulation was far more flexible in that any resolution, color depth and refresh rate was attainable – limited only by the memory available to the framebuffer. An unfortunate side-effect of this method was that the display device could be driven beyond its capabilities. In some cases, this resulted in hardware damage to the display. More commonly, it simply produced garbled and unusable output. Modern CRT monitors fix this problem through the introduction of protection circuitry. When the display mode is changed, the monitor attempts to obtain a signal lock on the new refresh frequency. If the monitor is unable to obtain a signal lock or if the signal is outside the range of its design limitations, the monitor will ignore the framebuffer signal and possibly present the user with an error message. LCD monitors tend to contain similar protection circuitry, but for different reasons. Since the LCD must digitally sample the display signal (thereby emulating an electron beam), any signal that is out of range cannot be physically displayed on the monitor. == Color palette == Framebuffers have traditionally supported a wide variety of color modes. Due to the expense of memory, most early framebuffers used 1-bit (2 colors per pixel), 2-bit (4 colors), 4-bit (16 colors) or 8-bit (256 colors) color depths. The problem with such small color depths is that a full range of colors cannot be produced. The solution to this problem was indexed color, which adds a lookup table to the framebuffer. Each color stored in framebuffer memory acts as a color index. The lookup table serves as a palette with a limited number of different colors, while the rest is used as an index table. Here is a typical indexed 256-color image and its own palette (shown as a rectangle of swatches): In some designs, it was also possible to write data to the lookup table (or switch between existing palettes) on the fly, allowing dividing the picture into horizontal bars with their own palette and thus rendering an image that had a far wider palette. For example, viewing an outdoor shot photograph, the picture could be divided into four bars: the top one with emphasis on sky tones, the next with foliage tones, the next with skin and clothing tones, and the bottom one with ground colors. This required each palette to have overlapping colors, but, carefully done, allowed great flexibility. == Memory access == While framebuffers are commonly accessed via a memory mapping directly to the CPU memory space, this is not the only method by which they may be accessed. Framebuffers have varied widely in the methods used to access memory. Some of the most common are: Mapping the entire framebuffer to a given memory range. Port commands to set each pixel, range of pixels or palette entry. Mapping a memory range smaller than the framebuffer memory, then bank switching as necessary. The framebuffer organization may be packed pixel or planar. The framebuffer may be all

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