Piranesi (software)

Piranesi (software)

Piranesi is an interactive paint system that enables the user to create artistic images from 3D scenes created using conventional modeling applications. == Image format == Piranesi uses the proprietary EPix file format. For every pixel, additional information is stored, such as distance from the viewer and material settings. EPix files can be rendered from 3D scenes using a fixed viewpoint by Piranesi's companion software, Vedute.

Hardware for artificial intelligence

Specialized computer hardware is often used to execute artificial intelligence (AI) programs faster, and with less energy, such as Lisp machines, neuromorphic engineering, event cameras, and physical neural networks. Since 2017, several consumer grade CPUs and SoCs have on-die NPUs. As of 2023, the market for AI hardware is dominated by GPUs. As of the 2020s, AI computation is dominated by graphics processing units (GPUs) and newer domain-specific accelerators such as Google's Tensor Processing Units (TPUs), AMD's Instinct MI300 series, and various on-device neural-processing units (NPUs) found in consumer hardware. == Scope == For the purposes of this article, AI hardware refers to computing components and systems specifically designed or optimized to accelerate artificial-intelligence workloads such as machine-learning training or inference. This includes general-purpose accelerators used for AI (for example, GPUs) and domain-specific accelerators (for example, TPUs, NPUs, and other AI ASICs). Event-based cameras are sometimes discussed in the context of neuromorphic computing, but they are input sensors rather than AI compute devices. Conversely, components such as memristors are basic circuit elements rather than specialized AI hardware when considered alone. == Lisp machines == Lisp machines were developed in the late 1970s and early 1980s to make artificial intelligence programs written in the programming language Lisp run faster. == Dataflow architecture == Dataflow architecture processors used for AI serve various purposes with varied implementations like the polymorphic dataflow Convolution Engine by Kinara (formerly Deep Vision), structure-driven dataflow by Hailo, and dataflow scheduling by Cerebras. == Component hardware == === AI accelerators === Since the 2010s, advances in computer hardware have led to more efficient methods for training deep neural networks that contain many layers of non-linear hidden units and a very large output layer. By 2019, graphics processing units (GPUs), often with AI-specific enhancements, had displaced central processing units (CPUs) as the dominant means to train large-scale commercial cloud AI. OpenAI estimated the hardware compute used in the largest deep learning projects from Alex Net (2012) to Alpha Zero (2017), and found a 300,000-fold increase in the amount of compute needed, with a doubling-time trend of 3.4 months. === General-purpose GPUs for AI === Since the 2010s, graphics processing units (GPUs) have been widely used to train and deploy deep learning models because of their highly parallel architecture and high memory bandwidth. Modern data-center GPUs include dedicated tensor or matrix-math units that accelerate neural-network operations. In 2022, NVIDIA introduced the Hopper-generation H100 GPU, adding FP8 precision support and faster interconnects for large-scale model training. AMD and other vendors have also developed GPUs and accelerators aimed at AI and high-performance computing workloads. === Domain-specific accelerators (ASICs / NPUs) === Beyond general-purpose GPUs, several companies have developed application-specific integrated circuits (ASICs) and neural processing units (NPUs) tailored for AI workloads. Google introduced the Tensor Processing Unit (TPU) in 2016 for deep-learning inference, with later generations supporting large-scale training through dense systolic-array designs and optical interconnects. Other vendors have released similar devices—such as Apple's Neural Engine and various on-device NPUs—that emphasize energy-efficient inference in mobile or edge computing environments. === Memory and interconnects === AI accelerators rely on fast memory and inter-chip links to manage the large data volumes of training and inference. High-bandwidth memory (HBM) stacks, standardized as HBM3 in 2022, provide terabytes-per-second throughput on modern GPUs and ASICs. These accelerators are often connected through dedicated fabrics such as NVIDIA's NVLink and NVSwitch or optical interconnects used in TPU systems to scale performance across thousands of chips.

Léon Bottou

Léon-Yves Bottou (French pronunciation: [leɔ̃ bɔtu]; born 1965) is a researcher best known for his work in machine learning and data compression. His work presents stochastic gradient descent as a fundamental learning algorithm. He is also one of the main creators of the DjVu image compression technology (together with Yann LeCun and Patrick Haffner), and the maintainer of DjVuLibre, the open source implementation of DjVu. He is the original developer of the Lush programming language. == Life == Léon Bottou was born in France in 1965. He obtained the Diplôme d'Ingénieur from École Polytechnique in 1987, a Magistère de Mathématiques Fondamentales et Appliquées et d’Informatique from École Normale Supérieure in 1988, a Diplôme d'Études Approndies in Computer Science in 1988, in 1988, and a PhD from Université Paris-Sud in 1991. In 1988, in collaboration with Yann LeCun, he published SN, a software package for simulating artificial neural networks. His master's thesis concerned using Time Delay Neural Networks for speech recognition. He then joined the Adaptive Systems Research Department at AT&T Bell Laboratories in Holmdel, New Jersey, where he collaborated with Vladimir Vapnik on local learning algorithms. in 1992, he returned to France and founded Neuristique S.A., a company that produced machine learning tools and one of the first data mining software packages, including Lush, an object-oriented programming language based on C and Lisp designed for training and using large-scale neural networks. In 1995, he returned to Bell Laboratories, where he developed a number of new machine learning methods, such as Graph Transformer Networks (similar to conditional random field), and applied them to handwriting recognition and OCR. The bank check recognition system that he helped develop was widely deployed by NCR and other companies, reading over 10% of all the checks in the US in the late 1990s and early 2000s. In 1996, he joined AT&T Labs and worked primarily on the DjVu image compression technology, that is used by some websites, notably the Internet Archive, to distribute scanned documents. Between 2002 and 2010, he was a research scientist at NEC Laboratories in Princeton, New Jersey, where he focused on the theory and practice of machine learning with large-scale datasets, on-line learning, and stochastic optimization methods. He developed the open source software LaSVM for fast large-scale support vector machine, and stochastic gradient descent software for training linear SVM and Conditional Random Fields. In 2010 he joined the Microsoft adCenter in Redmond, Washington, and in 2012 became a Principal Researcher at Microsoft Research in New York City. In March 2015 he joined Facebook Artificial Intelligence Research, also in New York City, as a research lead. His work in gradient descent argued that both stochastic gradient descent and batch gradient descent reach similar levels of loss with the same number of training samples, but SGD is faster when running on large datasets. He also argued that second-order gradient descent methods, such as quasi-Newton methods, can be beneficial compared to plain SGD. See (Bottou et al 2018) for a review. He was program chair of the 2013 Conference on Neural Information Processing Systems and the 2009 International Conference on Machine Learning. In 2007, he was received one of the first Blavatnik Awards for Young Scientists from the Blavatnik Family Foundation and the New York Academy of Sciences.

EuroMatrixPlus

The EuroMatrixPlus is a project that ran from March 2009 to February 2012. EuroMatrixPlus succeeded a project called EuroMatrix (September 2006 to February 2009) and continued in further development and improvement of machine translation (MT) systems for languages of the European Union (EU). == Project objectives == EuroMatrixPlus focused on achieving several goals: To continue advance of MT technology (create MT systems for all official EU languages and provide other MT researchers with existing data and infrastructure). To continually expand and investigate different MT approaches and techniques; to stay open to novel combinations of methods of MT. To bring MT to the users. Users post-edit output of statistical models and the system learns from the feedback and improves itself. Two groups of users were aimed at: Professional translators and translation agencies Users who voluntarily translate texts into their native language To contribute to MT research in Europe. To produce sample application for automatic translation of news and web pages and make that application freely accessible. == Outcome == EuroMatrixPlus contributed to MT field in several ways. It continued in development of an open source statistical MT engine Moses. The project worked on research in hybrid approaches to MT (combination of rule-based and statistical techniques). Several “MT Marathons” and annual evaluation campaigns were organized by the project. The project also resulted in releasing of 196 scientific publications. The results of the work were arranged into ten work packages: WP1: Rich Tree-Based Statistical Translation WP2: Hybrid Machine Translation WP3: Advanced Learning Methods for MT WP4: Open Source Tools and Data WP5: "WikiTrans" Translation Environments WP6: Integrated Localisation Workflow WP7: Evaluation Campaign WP8: Project Management and Dissemination WP9: Integrating Slovak Language Resources WP10: HPSG-based Statistical Translation === Software and data === Here is a list of software and data that were released by the project: Appraise – an open source tool for manual evaluation of MT output BURGER – Bulgarian Resource BulTreeBank – Treebank of Bulgarian CSLM toolkit – free tool for training continuous space language models (CSLM) to large tasks Caitra – tool for post-editing MT results Europarl – European Parliament parallel corpus IRSTLM toolkit – tool for training language models Joshua – an open-source statistical machine translation decoder for hierarchical and syntax-based MT MT Server Land – an open-source architecture for MT Moses – statistical MT MultiUN Corpora – parallel corpus extracted from the United Nations Website PCEDT 2.0 – Prague Czech-English Dependency Treebank PEDT 2.0 – English part of the Prague Czech-English Dependency Treebank Slovak corpora – English-Slovak and Czech-Slovak as well as a Slovak-English and a Slovak-Czech parallel corpus Slovak treebank – A dependency treebank TermEx – RBMT-Suited Statistical Terminology Extraction Tool Treex, TectoMT == Funding == The EuroMatrixPlus project was sponsored by EU Information Society Technology program. Total cost of the project was 5 942 121 €, from which the European Union contributed 4 266 896 €. == Project members == To ensure advance in MT, several organizations that are experts in various disciplines (linguistics, computer science, mathematics, translation) were brought together to cooperate on EuroMatrixPlus. The consortium consisted of academic as well as commercial partners. Academic partners were the University of Edinburgh (United Kingdom), DFKI – German Research Centre for Artificial Intelligence (Germany), Charles University (Czech Republic), Johns Hopkins University (United States), University of Le Mans (France), Fondazione Bruno Kessler (Italy), Dublin City University (Ireland). Two institutions joined about one year into the project. These were the L'udovít Štúr Institute of Linguistics (Slovak Republic) and IICT – Institute of Information and Communication Technologies at the Bulgarian Academy of Sciences (Bulgaria). Commercial partners included Lucy Software and Services GmbH (Germany) and CEET s.r.o. (Czech Republic). Coordination of the project was in hands of DFKI with its Language Technology Lab in Saarbrücken. The principal investigator and scientific coordinator was Hans Uszkoreit, a professor of Computational Linguistics at Saarland University.

NFA minimization

In automata theory (a branch of theoretical computer science), NFA minimization is the task of transforming a given nondeterministic finite automaton (NFA) into an equivalent NFA that has a minimum number of states, transitions, or both. While efficient algorithms exist for DFA minimization, NFA minimization is PSPACE-complete. No efficient (polynomial time) algorithms are known, and under the standard assumption that P ≠ PSPACE, none exist. The most efficient known algorithm is the Kameda–Weiner algorithm. == Non-uniqueness of minimal NFA == Unlike deterministic finite automata, minimal NFAs may not be unique. There may be multiple NFAs with the same number of states that accept the same regular language, but for which there is no equivalent NFA or DFA with fewer states.

Graphics processing unit

A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a component on a discrete graphics card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. GPUs are increasingly being used for artificial intelligence (AI) processing due to linear algebra acceleration, which is also used extensively in graphics processing. Although there is no single definition of the term, and it may be used to describe any video display system, in modern use a GPU includes the ability to internally perform the calculations needed for various graphics tasks, like rotating and scaling 3D images, and often the additional ability to run custom programs known as shaders. This contrasts with earlier graphics controllers known as video display controllers which had no internal calculation capabilities, or blitters, which performed only basic memory movement operations. The modern GPU emerged during the 1990s, adding the ability to perform operations like drawing lines and text without CPU help, and later adding 3D functionality. Graphics functions are generally independent and this lends these tasks to being implemented on separate calculation engines. Modern GPUs include hundreds, or thousands, of calculation units. This made them useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. The ability of GPUs to rapidly perform vast numbers of calculations has led to their adoption in diverse fields including artificial intelligence (AI) where they excel at handling data-intensive and computationally demanding tasks. Other non-graphical uses include the training of neural networks and cryptocurrency mining. == History == === 1960s === Dedicated 3D graphics hardware dates back to graphic terminals such as the Adage AGT-30 from 1967 with analog matrix processors. In 1969 Evans & Sutherland (E&S) introduced the Line Drawing System-1 (LDS-1), which was the first all-digital system to provide matrix multiplication. Also in 1969, the low-cost graphics terminal IMLAC PDS-1 was introduced. It later saw use as an early 3D gaming machine with the likes of Maze War. === 1970s === In professional hardware, in 1972 PLATO IV system becomes operational at the University of Illinois Urbana-Champaign. Between around 1973 and 1978, several networked multiplayer wireframe 3D games are implemented and popularized by users of the system. Also in 1972, the E&S Continuous Tone 1 (CT1) "Watkins box" system (consisting of an E&S LDS-2 and Shaded Picture System) is delivered to Case Western Reserve University. It offered the first real-time Gouraud shading. In 1975, a joint effort between Evans & Sutherland Computer Corporation and the University of Utah's computer graphics department results in the first ever MOSFET video framebuffer, capable of color and smooth shading. E&S Continuous Tone 3 (CT3) system was delivered in 1977 to Lufthansa for pilot training using computer simulation. It was the first graphics system capable of real-time texture mapping. Ikonas made graphics systems with 8- and 24-bit graphics and 3D acceleration in the late 70s. Arcade system boards have used specialized 2D graphics circuits since the 1970s. In early video game hardware, RAM for frame buffers was expensive, so video chips composited data together as the display was being scanned out on the monitor. A specialized barrel shifter circuit helped the CPU animate the framebuffer graphics for various 1970s arcade video games from Midway and Taito, such as Gun Fight (1975), Sea Wolf (1976), and Space Invaders (1978). The Namco Galaxian arcade system in 1979 used specialized graphics hardware that supported RGB color, multi-colored sprites, and tilemap backgrounds. The Galaxian hardware was widely used during the golden age of arcade video games, by game companies such as Namco, Centuri, Gremlin, Irem, Konami, Midway, Nichibutsu, Sega, and Taito. The Atari 2600 in 1977 used a video shifter called the Television Interface Adaptor. Atari 8-bit computers (1979) had ANTIC, a video processor which interpreted instructions describing a "display list"—the way the scan lines map to specific bitmapped or character modes and where the memory is stored (so there did not need to be a contiguous frame buffer). 6502 machine code subroutines could be triggered on scan lines by setting a bit on a display list instruction. ANTIC also supported smooth vertical and horizontal scrolling independent of the CPU. === 1980s === In the 1980s significant advancements were made in professional 3D graphics hardware. Perhaps most impactful was the 1981 development of the Geometry Engine, a VLSI vector processor ASIC designed by Jim Clark and Marc Hannah at Stanford University. This processor is the forerunner of modern tensor cores and other similar processors marketed for graphics and AI. The Geometry Engine went on to be used in Silicon Graphics workstations for many years. Silicon Graphics's first product, shipped in November 1983, was the IRIS 1000, a terminal with hardware-accelerated 3D graphics based on the Geometry Engine. The Geometry Engine was capable of approximately 6 million operations per second. The 1981 NEC μPD7220 was the first implementation of a personal computer graphics display processor as a single large-scale integration (LSI) integrated circuit chip. This enabled the design of low-cost, high-performance video graphics cards such as those from Number Nine Visual Technology. It became the best-known GPU until the mid-1980s. It was the first fully integrated VLSI (very large-scale integration) metal–oxide–semiconductor (NMOS) graphics display processor for PCs, supported up to 1024×1024 resolution, and laid the foundations for the PC graphics market. It was used in a number of graphics cards and was licensed for clones such as the Intel 82720, the first of Intel's graphics processing units. The Williams Electronics arcade games Robotron: 2084, Joust, Sinistar, and Bubbles, all released in 1982, contain custom blitter chips for operating on 16-color bitmaps. In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for personal computers. The ARTC could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards and terminals during the late 1980s. In 1985, the Amiga was released with a custom graphics chip called Agnus including a blitter for bitmap manipulation, line drawing, and area fill. It also included a coprocessor with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. Also in 1985, IBM released the Professional Graphics Controller, designed by later to be Nvidia co-founder Curtis Priem, which was a rudimentary 3D card with 640 × 480 256-color graphics which used a dedicated CPU to draw graphics independently of the main system. It was used as the basis of cards by a number of makers (including Matrox) and its analog RGB signaling led directly to the VGA video standard. Priem later in the 80s worked on the influential Sun Microsystems GX (also known as cgsix) accelerated 2D graphics card. In 1986, Texas Instruments released the TMS34010, the first fully programmable graphics processor. It could run general-purpose code but also had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards. Following in 1987, the IBM 8514 graphics system was released. It was one of the first video cards for IBM PC compatibles that implemented fixed-function 2D primitives in electronic hardware. Sharp's X68000, released in 1987, used a custom graphics chipset with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields. It served as a development machine for Capcom's CP System arcade board. Fujitsu's FM Towns computer, released in 1989, had support for a 16,777,216 color palette. For context, IBM also introduced its Video Graphics Array (VGA) display system in 1987, with a maximum resolution of 640 × 480 pixels. Unlike 8514/A, VGA had no hardware acceleration features. In November 1988, NEC Home Electronics announced its creation of the Video Electronics Standards Association (VESA) to develop and promote a Super VGA (SVGA) computer display standard as a successor to VGA. Super VGA enabled graphics display resolutions up to 800 × 600 pixels, a 56% increase. In 1988 SGI sold IRIS workstation graphics with 10-12 Geometry Engines and introduced the IrisVision add-in board for IBM MicroChannel bus (RS/6000) based on the Geometry Engine as well. In 1988 as well, the first dedicated polygonal 3D graphics boards in arcade machines were introduced wit

Bernhard Schölkopf

Bernhard Schölkopf (born 20 February 1968) is a German computer scientist known for his work in machine learning, especially on kernel methods and causality. He is a director at the Max Planck Institute for Intelligent Systems in Tübingen, Germany, where he heads the Department of Empirical Inference. He is also an affiliated professor at ETH Zürich, honorary professor at the University of Tübingen and Technische Universität Berlin, and chairman of the European Laboratory for Learning and Intelligent Systems (ELLIS). == Research == === Kernel methods === Schölkopf developed SVM methods achieving world record performance on the MNIST pattern recognition benchmark at the time. With the introduction of kernel PCA, Schölkopf and coauthors argued that SVMs are a special case of a much larger class of methods, and all algorithms that can be expressed in terms of dot products can be generalized to a nonlinear setting by means of what is known as reproducing kernels. Another significant observation was that the data on which the kernel is defined need not be vectorial, as long as the kernel Gram matrix is positive definite. Both insights together led to the foundation of the field of kernel methods, encompassing SVMs and many other algorithms. Kernel methods are now textbook knowledge and one of the major machine learning paradigms in research and applications. Developing kernel PCA, Schölkopf extended it to extract invariant features and to design invariant kernels and showed how to view other major dimensionality reduction methods such as LLE and Isomap as special cases. In further work with Alex Smola and others, he extended the SVM method to regression and classification with pre-specified sparsity and quantile/support estimation. He proved a representer theorem implying that SVMs, kernel PCA, and most other kernel algorithms, regularized by a norm in a reproducing kernel Hilbert space, have solutions taking the form of kernel expansions on the training data, thus reducing an infinite dimensional optimization problem to a finite dimensional one. He co-developed kernel embeddings of distributions methods to represent probability distributions in Hilbert Spaces, with links to Fraunhofer diffraction as well as applications to independence testing. === Causality === Starting in 2005, Schölkopf turned his attention to causal inference. Causal mechanisms in the world give rise to statistical dependencies as epiphenomena, but only the latter are exploited by popular machine learning algorithms. Knowledge about causal structures and mechanisms is useful by letting us predict not only future data coming from the same source, but also the effect of interventions in a system, and by facilitating transfer of detected regularities to new situations. Schölkopf and co-workers addressed (and in certain settings solved) the problem of causal discovery for the two-variable setting and connected causality to Kolmogorov complexity. Around 2010, Schölkopf began to explore how to use causality for machine learning, exploiting assumptions of independence of mechanisms and invariance. His early work on causal learning was exposed to a wider machine learning audience during his Posner lecture at NeurIPS 2011, as well as in a keynote talk at ICML 2017. He assayed how to exploit underlying causal structures in order to make machine learning methods more robust with respect to distribution shifts and systematic errors, the latter leading to the discovery of a number of new exoplanets including K2-18b, which was subsequently found to contain water vapour in its atmosphere, a first for an exoplanet in the habitable zone. == Education and employment == Schölkopf studied mathematics, physics, and philosophy in Tübingen and London. He was supported by the Studienstiftung and won the Lionel Cooper Memorial Prize for the best M.Sc. in Mathematics at the University of London. He completed a Diplom in Physics, and then moved to Bell Labs in New Jersey, where he worked with Vladimir Vapnik, who became co-adviser of his PhD thesis at TU Berlin (with Stefan Jähnichen). His thesis, defended in 1997, won the annual award of the German Informatics Association. In 2001, following positions in Berlin, Cambridge and New York, he founded the Department for Empirical Inference at the Max Planck Institute for Biological Cybernetics, which grew into a leading center for research in machine learning. In 2011, he became founding director at the Max Planck Institute for Intelligent Systems. With Alex Smola, Schölkopf co-founded the series of Machine Learning Summer Schools. He also co-founded a Cambridge-Tübingen PhD Programme and the Max Planck-ETH Center for Learning Systems. In 2016, he co-founded the Cyber Valley research consortium. He participated in the IEEE Global Initiative on "Ethically Aligned Design". Schölkopf is co-editor-in-Chief of the Journal of Machine Learning Research, a journal he helped found, being part of a mass resignation of the editorial board of Machine Learning (journal). He is among the world’s most cited computer scientists. Alumni of his lab include Ulrike von Luxburg, Carl Rasmussen, Matthias Hein, Arthur Gretton, Gunnar Rätsch, Matthias Bethge, Stefanie Jegelka, Jason Weston, Olivier Bousquet, Olivier Chapelle, Joaquin Quinonero-Candela, and Sebastian Nowozin. As of late 2023, Schölkopf is also a scientific advisor to French research group Kyutai which is being funded by Xavier Niel, Rodolphe Saadé, Eric Schmidt, and others. == Awards and recognition == Schölkopf’s awards include the Royal Society Milner Award and, shared with Isabelle Guyon and Vladimir Vapnik, the BBVA Foundation Frontiers of Knowledge Award in the Information and Communication Technologies category. He was the first scientist working in Europe to receive this award. He was elected a Fellow of the Royal Society in 2026.