PhyCV

PhyCV

PhyCV is the first computer vision library which utilizes algorithms directly derived from the equations of physics governing physical phenomena. The algorithms appearing in the first release emulate the propagation of light through a physical medium with natural and engineered diffractive properties followed by coherent detection. Unlike traditional algorithms that are a sequence of hand-crafted empirical rules, physics-inspired algorithms leverage physical laws of nature as blueprints. In addition, these algorithms can, in principle, be implemented in real physical devices for fast and efficient computation in the form of analog computing. Currently PhyCV has three algorithms, Phase-Stretch Transform (PST) and Phase-Stretch Adaptive Gradient-Field Extractor (PAGE), and Vision Enhancement via Virtual diffraction and coherent Detection (VEViD). All algorithms have CPU and GPU versions. PhyCV is now available on GitHub and can be installed from pip. == History == Algorithms in PhyCV are inspired by the physics of the photonic time stretch (a hardware technique for ultrafast and single-shot data acquisition). PST is an edge detection algorithm that was open-sourced in 2016 and has 800+ stars and 200+ forks on GitHub. PAGE is a directional edge detection algorithm that was open-sourced in February, 2022. PhyCV was originally developed and open-sourced by Jalali-Lab @ UCLA in May 2022. In the initial release of PhyCV, the original open-sourced code of PST and PAGE is significantly refactored and improved to be modular, more efficient, GPU-accelerated and object-oriented. VEViD is a low-light and color enhancement algorithm that was added to PhyCV in November 2022. == Background == === Phase-Stretch Transform (PST) === Phase-Stretch Transform (PST) is a computationally efficient edge and texture detection algorithm with exceptional performance in visually impaired images. The algorithm transforms the image by emulating propagation of light through a device with engineered diffractive property followed by coherent detection. It has been applied in improving the resolution of MRI image, extracting blood vessels in retina images, dolphin identification, and waste water treatment, single molecule biological imaging, and classification of UAV using micro Doppler imaging. === Phase-Stretch Adaptive Gradient-Field Extractor (PAGE) === Phase-Stretch Adaptive Gradient-Field Extractor (PAGE) is a physics-inspired algorithm for detecting edges and their orientations in digital images at various scales. The algorithm is based on the diffraction equations of optics. Metaphorically speaking, PAGE emulates the physics of birefringent (orientation-dependent) diffractive propagation through a physical device with a specific diffractive structure. The propagation converts a real-valued image into a complex function. Related information is contained in the real and imaginary components of the output. The output represents the phase of the complex function. === Vision Enhancement via Virtual diffraction and coherent Detection (VEViD) === Vision Enhancement via Virtual diffraction and coherent Detection (VEViD) an efficient and interpretable low-light and color enhancement algorithm that reimagines a digital image as a spatially varying metaphoric light field and then subjects the field to the physical processes akin to diffraction and coherent detection. The term “Virtual” captures the deviation from the physical world. The light field is pixelated and the propagation imparts a phase with an arbitrary dependence on frequency which can be different from the quadratic behavior of physical diffraction. VEViD can be further accelerated through mathematical approximations that reduce the computation time without appreciable sacrifice in image quality. A closed-form approximation for VEViD which we call VEViD-lite can achieve up to 200 FPS for 4K video enhancement. == PhyCV on the Edge == Featuring low-dimensionality and high-efficiency, PhyCV is ideal for edge computing applications. In this section, we demonstrate running PhyCV on NVIDIA Jetson Nano in real-time. === NVIDIA Jetson Nano Developer Kit === NVIDIA Jetson Nano Developer Kit is a small- sized and power-efficient platform for edge computing applications. It is equipped with an NVIDIA Maxwell architecture GPU with 128 CUDA cores, a quad-core ARM Cortex-A57 CPU, 4GB 64-bit LPDDR4 RAM, and supports video encoding and decoding up to 4K resolution. Jetson Nano also offers a variety of interfaces for connectivity and expansion, making it ideal for a wide range of AI and IoT applications. In our setup, we connect a USB camera to the Jetson Nano to acquire videos and demonstrate using PhyCV to process the videos in real-time. === Real-time PhyCV on Jetson Nano === We use the Jetson Nano (4GB) with NVIDIA JetPack SDK version 4.6.1, which comes with pre- installed Python 3.6, CUDA 10.2, and OpenCV 4.1.1. We further install PyTorch 1.10 to enable the GPU accelerated PhyCV. We demonstrate the results and metrics of running PhyCV on Jetson Nano in real-time for edge detection and low-light enhancement tasks. For 480p videos, both operations achieve beyond 38 FPS, which is sufficient for most cameras that capture videos at 30 FPS. For 720p videos, PhyCV low-light enhancement can operate at 24 FPS and PhyCV edge detection can operate at 17 FPS. == Highlights == === Modular Code Architecture === The code in PhyCV has a modular design which faithfully follows the physical process from which the algorithm was originated. Both PST and PAGE modules in the PhyCV library emulate the propagation of the input signal (original digital image) through a device with engineered diffractive property followed by coherent (phase) detection. The dispersive propagation applies a phase kernel to the frequency domain of the original image. This process has three steps in general, loading the image, initializing the kernel and applying the kernel. In the implementation of PhyCV, each algorithm is represented as a class in Python and each class has methods that simulate the steps described above. The modular code architecture follows the physics behind the algorithm. Please refer to the source code on GitHub for more details. === GPU Acceleration === PhyCV supports GPU acceleration. The GPU versions of PST and PAGE are built on PyTorch accelerated by the CUDA toolkit. The acceleration is beneficial for applying the algorithms in real-time image video processing and other deep learning tasks. The running time per frame of PhyCV algorithms on CPU (Intel i9-9900K) and GPU (NVIDIA TITAN RTX) for videos at different resolutions are shown below. Note that the PhyCV low-light enhancement operates in the HSV color space, so the running time also includes RGB to HSV conversion. However, for all running times using GPUs, we ignore the time of moving data from CPUs to GPUs and count the algorithm operation time only. == Installation and Examples == Please refer to the GitHub README file for a detailed technical documentation. == Current Limitations == === I/O (Input/Output) Bottleneck for Real-time Video Processing === When dealing with real-time video streams from cameras, the frames are captured and buffered in CPU and have to be moved to GPU to run the GPU-accelerated PhyCV algorithms. This process is time-consuming and it is a common bottleneck for real-time video-processing algorithms. === Lack of Parameter Adaptivity for Different Images === Currently, the parameters of PhyCV algorithms have to be manually tuned for different images. Although a set of pre-selected parameters work relatively well for a wide range of images, the lack of parameter adaptivity for different images remains a limitation for now.

PagedAttention

PagedAttention is an attention algorithm for efficient serving of large language models (LLMs). It was introduced in 2023 by Woosuk Kwon and colleagues in the paper Efficient Memory Management for Large Language Model Serving with PagedAttention, alongside the vLLM serving engine. The method stores the key–value cache used during autoregressive decoding in fixed-size blocks that can be mapped to non-contiguous physical memory, borrowing ideas from virtual memory, paging, and operating system design. == Background == In transformer inference, the key–value cache grows with sequence length and the number of concurrent requests. Kwon et al. argued that earlier serving systems typically reserved contiguous cache regions in advance, which caused reserved space, internal fragmentation, and external fragmentation. In their experiments, the paper reported that the effective memory utilization of previous systems could fall as low as 20.4%. == Description == PagedAttention partitions the cache of each sequence into fixed-size KV blocks. A request's cache is represented as a sequence of logical blocks, while a block table maps those logical blocks to physical GPU-memory blocks. As a result, neighboring logical blocks do not need to be contiguous in physical memory, and new blocks can be allocated on demand as generation proceeds. The design also makes it easier to share cache state across related decoding paths. In vLLM, physical blocks can be reference-counted and shared among requests or branches, with block-granularity copy-on-write used when a shared block must be modified. The original paper applied this design to parallel sampling, beam search, and prompts with shared prefixes. == Mathematical formulation == For a query token i {\displaystyle i} in causal self-attention, the standard attention output can be written as a i j = exp ⁡ ( q i ⊤ k j / d ) ∑ t = 1 i exp ⁡ ( q i ⊤ k t / d ) , o i = ∑ j = 1 i a i j v j {\displaystyle a_{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{j}/{\sqrt {d}})}{\sum _{t=1}^{i}\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{i}a_{ij}\mathbf {v} _{j}} where q i {\displaystyle \mathbf {q} _{i}} , k j {\displaystyle \mathbf {k} _{j}} , and v j {\displaystyle \mathbf {v} _{j}} are the query, key, and value vectors, and d {\displaystyle d} is the attention dimension. If the cache is partitioned into blocks of size B {\displaystyle B} , the key and value blocks may be written as K j = ( k ( j − 1 ) B + 1 , … , k j B ) , V j = ( v ( j − 1 ) B + 1 , … , v j B ) {\displaystyle \mathbf {K} _{j}=(\mathbf {k} _{(j-1)B+1},\ldots ,\mathbf {k} _{jB}),\;\mathbf {V} _{j}=(\mathbf {v} _{(j-1)B+1},\ldots ,\mathbf {v} _{jB})} PagedAttention then performs the computation blockwise: A i j = exp ⁡ ( q i ⊤ K j / d ) ∑ t = 1 ⌈ i / B ⌉ exp ⁡ ( q i ⊤ K t / d ) , o i = ∑ j = 1 ⌈ i / B ⌉ V j A i j ⊤ {\displaystyle \mathbf {A} _{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{j}/{\sqrt {d}})}{\sum _{t=1}^{\lceil i/B\rceil }\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{\lceil i/B\rceil }\mathbf {V} _{j}\mathbf {A} _{ij}^{\top }} where A i j {\displaystyle \mathbf {A} _{ij}} is the vector of attention scores for the j {\displaystyle j} -th KV block. In the formulation given by Kwon et al., this preserves the causal attention calculation while allowing the key and value blocks to reside in non-contiguous physical memory. == Performance and use == The vLLM paper reported that, on its evaluated workloads, the use of PagedAttention and the associated memory-management design improved serving throughput by 2–4× over the compared baselines, including FasterTransformer and Orca, while preserving model outputs. In experiments on OPT-13B with the Alpaca trace, the paper also reported memory savings of 6.1–9.8% for parallel sampling and 37.6–55.2% for beam search through KV-block sharing. A 2024 survey of LLM serving systems described PagedAttention as having become an industry norm in LLM serving frameworks, citing support in TGI, vLLM, and TensorRT-LLM. == Limitations and alternatives == Subsequent work has described trade-offs in the approach. The 2025 vAttention paper argued that PagedAttention requires attention kernels to be rewritten to support paging and increases software complexity, portability issues, redundancy, and execution overhead, proposing instead a memory manager that keeps the cache contiguous in virtual memory while relying on demand paging for physical allocation. === vAttention === Unlike PagedAttention, vAttention does not introduce a different attention rule; it retains the standard attention computation Attention ⁡ ( q i , K , V ) = softmax ⁡ ( q i K ⊤ s c a l e ) V . {\displaystyle \operatorname {Attention} (q_{i},K,V)=\operatorname {softmax} \left({\frac {q_{i}K^{\top }}{\mathrm {scale} }}\right)V.} In the notation of Prabhu et al., the key and value tensors for a request seen so far are K , V ∈ R L ′ × ( H × D ) {\displaystyle K,V\in \mathbb {R} ^{L'\times (H\times D)}} , where L ′ {\displaystyle L'} is the context length seen so far, H {\displaystyle H} is the number of KV heads on a worker, and D {\displaystyle D} is the dimension of each KV head. In systems prior to PagedAttention, the K cache (or V cache) at each layer of a worker is typically allocated as a 4D tensor of shape [ B , L , H , D ] , {\displaystyle [B,L,H,D],} where B {\displaystyle B} is batch size and L {\displaystyle L} is the maximum context length supported by the model. vAttention preserves this contiguous virtual-memory view while deferring physical-memory allocation to runtime. A serving framework maintains separate K and V tensors for each layer, so vAttention reserves 2 N {\displaystyle 2N} virtual-memory buffers on a worker, where N {\displaystyle N} is the number of layers managed by that worker. The maximum size of one virtual-memory buffer is B S = B × S , {\displaystyle BS=B\times S,} where S {\displaystyle S} is the maximum size of a single request's per-layer K cache (or V cache) on a worker. The paper defines S = L × H × D × P , {\displaystyle S=L\times H\times D\times P,} where P {\displaystyle P} is the number of bytes needed to store one element. In this formulation, vAttention keeps the KV cache contiguous in virtual memory and relies on demand paging for physical allocation, rather than modifying the attention kernel to operate over non-contiguous KV-cache blocks.

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.

Vegas Pro

Vegas Pro (formerly known as Sony Vegas) is a professional video editing software package for non-linear editing (NLE), designed to run on the Microsoft Windows operating system. The first release of Vegas Beta was on June 11, 1999. Vegas was originally developed as a non-linear audio editing application. Version 2.0 would split the program into audio and video editing variants, with the former being dropped by version 4.0, making the video offering the only variant available to consumers. Vegas Pro features real-time multi-track video and audio editing on unlimited tracks, resolution-independent video sequencing, complex effects, compositing tools, 24-bit/192 kHz audio support, VST and DirectX plug-in effect support, and Dolby Digital surround sound mixing. The software was originally published by Sonic Foundry until May 2003, when Sony purchased Sonic Foundry and formed Sony Creative Software. On May 24, 2016, Sony announced that Vegas was sold to MAGIX, which formed VEGAS Creative Software, to continue support and development of the software. As of the end of March 2026, it was publicly announced that Boris FX had taken ownership of Vegas Pro. Each release of Vegas is sold standalone; however, upgrade discounts are sometimes provided. == Features == Vegas does not require any specialized hardware to run properly, allowing it to operate on any Windows computer that meets the system requirements. == History == Vegas 1.0 was released after a brief public beta by Sonic Foundry on July 23, 1999 at the NAMM Show in Nashville, Tennessee as an audio-only tool with a particular focus on re-scaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Martin Walker from Sound on Sound described working in Vegas 1.0 as a "very pleasurable experience, especially since so many functions are highly intuitive" though also criticizing some features as hard to figure out due to the lack of a central help file. Later, on June 12, 2000, Vegas Video and Audio 2.0 (also referred to as just Vegas 2.0) was released, with its beta releasing earlier that year on April 10. This was the first version of Vegas to include video-editing tools and was also the first to have a low-cost "LE" version alongside the regular release. The LE releases would continue through version 3.0 of Vegas but would be discontinued by the release of Vegas 4.0. Vegas 3.0 was released the next year on December 3, and added new video effects, features for ease-of-use with DV, and support for editing Windows Media files. Vegas 4.0 was released on 6 February 2003 and added application scripting, advanced color correction, 5.1 surround sound mixing, and Steinberg ASIO support. This was the last release under the Sonic Foundry name after it sold much of its software suite, including Sound Forge and Acid Pro, to Sony Pictures Digital for $18 million later in 2003. Under Sony's ownership, Vegas 5.0 was released on April 19, 2004, bringing 3D track motion, compositing, reversing, envelope automation, etc. 7.0 also added an improved video preview, enhanced layout management, improved snapping, and more customization. With the release of 8.0, Sony opted to go back to the original "Vegas Pro" branding that the first version released with. It added the ability to burn Blu-ray and DVD optical media, support for 32-bit floating point audio, support for tempo-based audio effects, and more. It also moved the timeline to the bottom of the window by default with the option of moving it back to the top if the user wished to. Sony was also experimenting with 64-bit at this time and ported Vegas Pro 8.0 to 64-bit systems under the name "Vegas Pro 8.1". Vegas Pro 9.0 added support for 4K resolution and pro camcorder formats like Red and XDCAM EX. In 2009, Sony Creative Software purchased the Velvetmatter Radiance suite of video FX plug-ins which were included in Sony Vegas Pro 9.0. As a result, they were no longer available as a separate product from Velvetmatter. Vegas Pro 10 was released in 2010 with stereoscopic 3D editing, image stabilization, OpenFX plugin support, real-time audio event effects, and a few UI changes. This was the last release to include support for Windows XP. Vegas Pro 11 was released the next year on 17 October, with GPGPU video acceleration, enhanced text tools, enhanced stereoscopic/3D features, RAW photo support, and new event synchronization mechanisms. In addition, Vegas Pro 11 comes pre-loaded with "NewBlue" Titler Pro, a 2D and 3D titling plug-in. Vegas Pro 12 would add two new configurations: Vegas Pro 12 Edit, for "Professional Video and Audio Production"; and Vegas Pro 12 Suite, for "Professional Editing, Disc Authoring, and Visual Effects Design". Vegas Pro 13 would be the last version released with Sony branding after the acquisition of much of Sony Creative Software's library by Magix. After they acquired Vegas, Magix released version 14 on September 20, 2016. It featured advanced 4K upscaling as well as many bug fixes, a higher video velocity limit, RED camera support, and a variety of other features. This was also the last version to have the light theme enabled by default. Released on August 28, 2017, Vegas Pro 15 features major UI changes that claim to bring usability improvements and customization. It was the first version of VEGAS Pro to have a dark theme; it also allows more efficient editing speeds, including adding new shortcuts to speed the video editing process. Vegas Pro 15 includes support for Intel Quick Sync Video (QSV) and other technologies, as well as various other features. It introduced a new VEGAS Pro icon as a V. Vegas Pro 16 has some new features including file backup, motion tracking, improved video stabilization, 360° editing and HDR support. Magix has continued to improve Vegas through version 21 with support for reading Matroska files, a more detailed render dialogue, live streaming, VST3 support, a VST 32-bit bridge, and a selective Paste Event Attributes menu. Magix would later release a subscription model for using Vegas named "Vegas Pro 365" on January 17, 2018, although the perpetual licence is still an option for customers. This version includes cloud-based speech synthesis among other features not included in the mainline Vegas release. == Version history == Each release of Vegas is sold standalone, however upgrade discounts are sometimes provided. === Vegas Beta === Sonic Foundry introduced a sneak preview version of Vegas Pro on June 11, 1999. It is called a "Multitrack Media Editing System". === Vegas 1.0 === Released on July 23, 1999 at the NAMM Show in Nashville, Tennessee, Vegas was an audio-only tool with a particular focus on rescaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Version 1.0 is the final Vegas release to include Windows 95 support. === Vegas Video beta (Vegas 2.0 beta) === Released on April 10, 2000, this was the first version of Vegas to include video-editing tools. === Vegas Video (Vegas 2.0) === Released on June 12, 2000. Version 2.0 is the final Vegas Video release to include Windows NT 4.0 support. === Vegas Video 3.0 === Released on December 3, 2001. This release added: New Video Effects – Lens Flare, Light Rays, Film FX, Color Curves, Mirror, Remap, Deform, Convolution, Linear Blur, Black Restore, Levels, Unsharp Mask, Color Grading, and Timecode Burn filter. Batch Capture with Automatic Scene Detection – Captures DV with automatic scene detection, batch capture, tape logging, still image capture and thumbnail previews. Red Book Audio CD Mastering with CD Architect (TM) Technology – Used for burning Red Book audio CD masters directly from the Vegas timeline with ISRC, UPC, and PQ list support. New Sonic Foundry DV Codec – Introduces a DV codec developed by Sonic Foundry that offers artifact-free compositing and DV chromakeying. DV Print-to-Tape from the Timeline – Prints projects to DV cameras and decks from the Vegas timeline. Windows Media (TM) File Editing – Creates and edits Windows Media (TM) files. New MPEG Encoding Tools – Used for producing MPEG-2 files for DVD productions. Dynamic RAM Previewing – Temporary RAM/render-free previews for analysis and tweaking of complex video FX without rendering. VideoCD and Data CD Burning – Burning projects directly to VideoCD for playback on most DVD players or data CDs for playback computers' CD-ROMs. === Vegas 4.0 === Released on February 6, 2003. This release added: Advanced Color Correction Tools Searchable Media Pool Bins Vectorscope, Histogram, Parade and Waveform Monitoring Application Scripting Improved Ripple Editing Motion Blur and Super-Sampling Envelopes 5.1 Surround Mixing Dolby® Digital AC-3 Encoding certified and tested by Dolby Laboratories DirectX® Audio Plug-In Effects Automation ASIO Driver Support Windows Media™ 9 Support, including Surround Encoding DVD Authoring with AC-3 File Import Capabilities Integration with DVD Architect via Chap

Artisse AI

Artisse AI is a Hong Kong-based technology company founded by William Wu. The company developed a mobile photography application using generative artificial intelligence to transform selfies into high-quality, personalized images. The app allows users to visualize themselves in various scenarios, outfits, and hairstyles, and they can adjust lighting and ambiance to match their preferences. The app launched in 2023 across multiple markets, including the United States, United Kingdom, Japan, South Korea, Canada, and Australia. By January 2024, users had generated over 5 million images. That same month, the company secured $6.7 million in seed funding to support product development and marketing. == History == Artisse was originally founded in South Korea in 2022 by William Wu. The early concept was connected to a virtual idol initiative developed in collaboration with a K-pop agency, intended to support Wu's blockchain gaming business. The project later evolved into a standalone AI photography application. The current version of the Artisse app was developed following the company's relocation to Hong Kong in 2022. In January 2024, Artisse secured $6.7 million in seed funding, led by The London Fund. The investment was aimed at supporting product development, marketing, and user acquisition. Artisse uses an AI algorithm to create hyperrealistic images from uploaded photos. The app generates personalized images by combining generative AI technology, a global pool of licensed talent, and finished art services. The app works with individual users and businesses, offering professional-grade photos and advertisement images. According to the British newspaper Evening Standard the company has developed the world's first and most advanced AI photographer. It captures 15-30 photos of the user and generates 2D images, placing them in various outfits and locations worldwide. === Catheron Gaming === Artisse AI originated from Catheon Gaming, a blockchain gaming and entertainment company founded in 2021 by William Wu. Catheon Gaming published more than 30 Web3 titles in its first year, developed a blockchain game distribution platform, and offered advisory services to external developers. In 2022, HSBC and KPMG listed Catheon Gaming among the "Top 10 Emerging Giants" in the Asia–Pacific region, selected from a pool of more than 6,000 startups. In June 2023, Catheon Gaming was rebranded as Artisse Interactive, creating two divisions: Artisse Gaming, which continued blockchain and Web3 game development, and Artisse AI, which focused on generative photography technology. == Technology == Artisse uses a proprietary generative AI model combined with open-source imaging frameworks and diffusion models. Users are prompted to upload between 15 and 30 personal images, allowing the AI to train a personalized model in 30 to 40 minutes. After training, the app generates new images based on either textual or visual prompts, with options to adjust elements such as clothing, hairstyles, lighting, and backgrounds. To enhance realism, the app integrates augmented reality features and image refinement tools. The company has introduced features to address representation issues related to body shape and skin tone, although concerns persist about the ethical implications of altering personal traits. == Products == === Artisse mobile app === Available on iOS and Android platforms in 35 languages. Users initially receive 25 free images, after which the app adopts a subscription pricing model ranging from approximately $6 to $30 per month. By early 2024, the app reported around 4,000 paying subscribers out of more than 200,000 downloads. === Business and enterprise services === Artisse provides B2B solutions for creating marketing imagery and partners with agencies like Iconic Management to enable cost-effective virtual photoshoots. Additional features in development include virtual try-on capabilities and augmented reality integration for fashion retail. == Reception == Media coverage has noted the app's photorealistic image outputs with some sources highlighting its ease of use. However, concerns have been raised regarding image authenticity, algorithmic biases, and the potential impact on professional photography and modeling. Artisse has been widely covered by media outlets including TechCrunch, PetaPixel, Forbes Australia, and The Evening Standard. These publications discussed the app's integration of generative AI technology within the consumer photography space, its growing market influence, and its rapid adoption by users worldwide.

Color balance

In photography and image processing, color balance is the global adjustment of the intensities of the colors (typically red, green, and blue primary colors). An important goal of this adjustment is to render specific colors – particularly neutral colors like white or grey – correctly. Hence, the general method is sometimes called gray balance, neutral balance, or white balance. Color balance changes the overall mixture of colors in an image and is used for color correction. Generalized versions of color balance are used to correct colors other than neutrals or to deliberately change them for effect. White balance is one of the most common kinds of balancing, and is when colors are adjusted to make a white object (such as a piece of paper or a wall) appear white and not a shade of any other colour. Image data acquired by sensors – either film or electronic image sensors – must be transformed from the acquired values to new values that are appropriate for color reproduction or display. Several aspects of the acquisition and display process make such color correction essential – including that the acquisition sensors do not match the sensors in the human eye, that the properties of the display medium must be accounted for, and that the ambient viewing conditions of the acquisition differ from the display viewing conditions. The color balance operations in popular image editing applications usually operate directly on the red, green, and blue channel pixel values, without respect to any color sensing or reproduction model. In film photography, color balance is typically achieved by using color correction filters over the lights or on the camera lens. == Generalized color balance == Sometimes the adjustment to keep neutrals neutral is called white balance, and the phrase color balance refers to the adjustment that in addition makes other colors in a displayed image appear to have the same general appearance as the colors in an original scene. It is particularly important that neutral (gray, neutral, white) colors in a scene appear neutral in the reproduction. === Psychological color balance === Humans relate to flesh tones more critically than other colors. Trees, grass and sky can all be off without concern, but if human flesh tones are 'off' then the human subject can look sick or dead. To address this critical color balance issue, the tri-color primaries themselves are formulated to not balance as a true neutral color. The purpose of this color primary imbalance is to more faithfully reproduce the flesh tones through the entire brightness range. == Illuminant estimation and adaptation == Most digital cameras have means to select color correction based on the type of scene lighting, using either manual lighting selection, automatic white balance, or custom white balance. The algorithms for these processes perform generalized chromatic adaptation. Many methods exist for color balancing. Setting a button on a camera is a way for the user to indicate to the processor the nature of the scene lighting. Another option on some cameras is a button which one may press when the camera is pointed at a gray card or other neutral colored object. This captures an image of the ambient light, which enables a digital camera to set the correct color balance for that light. There is a large literature on how one might estimate the ambient lighting from the camera data and then use this information to transform the image data. A variety of algorithms have been proposed, and the quality of these has been debated. A few examples and examination of the references therein will lead the reader to many others. Examples are Retinex, an artificial neural network or a Bayesian method. == Chromatic colors == Color balancing an image affects not only the neutrals, but other colors as well. An image that is not color balanced is said to have a color cast, as everything in the image appears to have been shifted towards one color. Color balancing may be thought in terms of removing this color cast. Color balance is also related to color constancy. Algorithms and techniques used to attain color constancy are frequently used for color balancing, as well. Color constancy is, in turn, related to chromatic adaptation. Conceptually, color balancing consists of two steps: first, determining the illuminant under which an image was captured; and second, scaling the components (e.g., R, G, and B) of the image or otherwise transforming the components so they conform to the viewing illuminant. Viggiano found that white balancing in the camera's native RGB color model tended to produce less color inconstancy (i.e., less distortion of the colors) than in monitor RGB for over 4000 hypothetical sets of camera sensitivities. This difference typically amounted to a factor of more than two in favor of camera RGB. This means that it is advantageous to get color balance right at the time an image is captured, rather than edit later on a monitor. If one must color balance later, balancing the raw image data will tend to produce less distortion of chromatic colors than balancing in monitor RGB. == Mathematics of color balance == Color balancing is sometimes performed on a three-component image (e.g., RGB) using a 3x3 matrix. This type of transformation is appropriate if the image was captured using the wrong white balance setting on a digital camera, or through a color filter. Changing the color balance of an image can improve classifier results on a trained ML model. === Scaling monitor R, G, and B === In principle, one wants to scale all relative luminances in an image so that objects which are believed to be neutral appear so. If, say, a surface with R = 240 {\displaystyle R=240} was believed to be a white object, and if 255 is the count which corresponds to white, one could multiply all red values by 255/240. Doing analogously for green and blue would result, at least in theory, in a color balanced image. In this type of transformation the 3x3 matrix is a diagonal matrix. [ R G B ] = [ 255 / R w ′ 0 0 0 255 / G w ′ 0 0 0 255 / B w ′ ] [ R ′ G ′ B ′ ] {\displaystyle \left[{\begin{array}{c}R\\G\\B\end{array}}\right]=\left[{\begin{array}{ccc}255/R'_{w}&0&0\\0&255/G'_{w}&0\\0&0&255/B'_{w}\end{array}}\right]\left[{\begin{array}{c}R'\\G'\\B'\end{array}}\right]} where R {\displaystyle R} , G {\displaystyle G} , and B {\displaystyle B} are the color balanced red, green, and blue components of a pixel in the image; R ′ {\displaystyle R'} , G ′ {\displaystyle G'} , and B ′ {\displaystyle B'} are the red, green, and blue components of the image before color balancing, and R w ′ {\displaystyle R'_{w}} , G w ′ {\displaystyle G'_{w}} , and B w ′ {\displaystyle B'_{w}} are the red, green, and blue components of a pixel which is believed to be a white surface in the image before color balancing. This is a simple scaling of the red, green, and blue channels, and is why color balance tools in Photoshop have a white eyedropper tool. It has been demonstrated that performing the white balancing in the phosphor set assumed by sRGB tends to produce large errors in chromatic colors, even though it can render the neutral surfaces perfectly neutral. === Scaling X, Y, Z === If the image may be transformed into CIE XYZ tristimulus values, the color balancing may be performed there. This has been termed a "wrong von Kries" transformation. Although it has been demonstrated to offer usually poorer results than balancing in monitor RGB, it is mentioned here as a bridge to other things. Mathematically, one computes: [ X Y Z ] = [ X w / X w ′ 0 0 0 Y w / Y w ′ 0 0 0 Z w / Z w ′ ] [ X ′ Y ′ Z ′ ] {\displaystyle \left[{\begin{array}{c}X\\Y\\Z\end{array}}\right]=\left[{\begin{array}{ccc}X_{w}/X'_{w}&0&0\\0&Y_{w}/Y'_{w}&0\\0&0&Z_{w}/Z'_{w}\end{array}}\right]\left[{\begin{array}{c}X'\\Y'\\Z'\end{array}}\right]} where X {\displaystyle X} , Y {\displaystyle Y} , and Z {\displaystyle Z} are the color-balanced tristimulus values; X w {\displaystyle X_{w}} , Y w {\displaystyle Y_{w}} , and Z w {\displaystyle Z_{w}} are the tristimulus values of the viewing illuminant (the white point to which the image is being transformed to conform to); X w ′ {\displaystyle X'_{w}} , Y w ′ {\displaystyle Y'_{w}} , and Z w ′ {\displaystyle Z'_{w}} are the tristimulus values of an object believed to be white in the un-color-balanced image, and X ′ {\displaystyle X'} , Y ′ {\displaystyle Y'} , and Z ′ {\displaystyle Z'} are the tristimulus values of a pixel in the un-color-balanced image. If the tristimulus values of the monitor primaries are in a matrix P {\displaystyle \mathbf {P} } so that: [ X Y Z ] = P [ L R L G L B ] {\displaystyle \left[{\begin{array}{c}X\\Y\\Z\end{array}}\right]=\mathbf {P} \left[{\begin{array}{c}L_{R}\\L_{G}\\L_{B}\end{array}}\right]} where L R {\displaystyle L_{R}} , L G {\displaystyle L_{G}} , and L B {\displaystyle L_{B}} are the un-gamma corrected monitor RGB, one may use: [ L R L G L B ] = P − 1 [ X w / X w ′ 0 0

Real-time transcription

Real-time transcription is the general term for transcription by court reporters using real-time text technologies to deliver computer text screens within a few seconds of the words being spoken. Specialist software allows participants in court hearings or depositions to make notes in the text and highlight portions for future reference. Real-time transcription is also used in the broadcasting environment where it is more commonly termed "captioning." == Career opportunities == Real-time reporting is used in a variety of industries, including entertainment, television, the Internet, and law. Specific careers include the following: Judicial reporters use a stenotype to provide instant transcripts on computer screens as a trial or deposition occurs. Communication access real-time translation (CART) reporters assist the hearing-impaired by transcribing spoken words, giving them personal access to the communications they need day to day. Television broadcast captioners use real-time reporting technology to allow hard-of-hearing or deaf people to see what is being said on live television broadcasts such as news, emergency broadcasts, sporting events, awards shows, and other programs. Internet information (or Webcast) reporters provide real-time reporting of sales meetings, press conferences, and other events, while simultaneously transmitting the transcripts to computers worldwide. Other rapid data entry positions. == History == Before the advent of the stenotype machine, court reporters wrote official trial transcripts by hand using a shorthand system of stenoforms that could later be translated into readable English. It often took eight years of training to learn this manual form of writing at the necessary speed. Walter Heironimus was among the first stenographers to make use of the stenotype machine during his work in the U.S. District Court system in New Jersey in 1935. A "transcript crisis" arose during the later half of the twentieth century due to the increasing volume of lawsuits. There were not enough number of court reporters to match the increasing number of trials. Not only were court reporters unavailable to attend many court proceedings, court transcripts were constantly late and the qualities varied. Some believed it was due to the non-interchangeability between court reporters, and others believed it was simply due to a labor shortage. In the meantime, magnetic audiotape recording, or known as electronic recording (ER) began to threaten all reporters' job since it could record long-hour courtroom trials and replace a court reporter's position in the courtroom. As a result, machine translation (MT) intended to serve as a solution for preventing ER from potentially replacing reporters' jobs. However, MT relied heavily on human labors operating behind the system and many started to question if it should be the right way to end the "transcript crisis." Later in 1964, set up by CIA, the Automatic Language Processing Advisory Committee (ALPAC) was set to review whether MT was capable of solving this crisis. They concluded that MT had failed to do so. Then Patrick O'Neill, a skilled and experienced court reporter, stayed to work on the stenotype-translation project with CIA and developed the prototype CAT system. After adopting the CAT system in court-reporting community, CAT was brought into the television broadcasting system, aiming to provide captions for the deaf or hard-of-hearing communities. In 1983, Linda Miller developed a further use for the CAT system. She successfully translated a lecture live on the television screen and provided a transcript for students. This technique is known as Computer-Aided Real-time Translation, or CART. == Court reporter == It is the court reporter's job to note down the exact words spoken by every participants during a court or deposition proceeding. Then court reporters will provide verbatim transcripts. The reason to have an official court transcript is that the real-time transcriptions allows attorneys and judges to have immediate access to the transcript. It also helps when there's a need to look up for information from the proceeding. Additionally, the deaf and the hard-of-hearing communities can also participate in the judicial process with the help of real-time transcriptions provided by court reporters. === Education and training === The required degree level for a court reporter to have is an Associate's degree or postsecondary certificate. In order to become a court reporter, more than 150 reporter training programs are provided at proprietary schools, community colleges, and four-year universities. After graduation, court reporters can choose to further pursue certifications to achieve a higher level of expertise and increase their marketability during a job search. In most states, Certificates of Proficiency from the NCRA or from state agencies are now required certificates for court reporters to have in order to qualify for appointments. The NCRA aims to set the national standard for the certification of court reporters, and since 1937 it has offered its certification program which is now accepted by 22 states instead of state licenses. Court reporter training programs include but not limited to: Training in rapid writing skill, or shorthand, which will enable students to record, with accuracy, at least 225 words per minute Training in typing, which will enable students to type at least 60 words per minute A general training in English, which covers aspects of grammar, word formation, punctuation, spelling and capitalization Taking Law related courses in order to understand the overall principles of civil and criminal law, legal terminology and common Latin phrases, rules of evidence, court procedures, the duties of court reporters, the ethics of the profession Visits to actual trials Taking courses in elementary anatomy and physiology and medical word study including medical prefixes, roots and suffixes. Other than official court reporters, who are assigned to and work for a particular court, other types of court reporters include free-lance reporter, who either works for a court reporting firm or self-employed. They are different from official court reporters in that they have the chances to work on a wider range of assignments and work on basis of hourly wage. Hearing reporters work at governmental agency hearings. Legislative reporters work in law-making bodies. The demand for reporters is not limited in just the court settings. Reporters are also needed in conferences, meetings, conventions, investigations, and a variety of industries with needs for employers with real-time data entry skills. == Non-English transcription == Transcription services are universally necessary, so it is not limited to the English language. A stenographer's ability to transcribe languages beyond only English is especially valuable as society as a whole becomes increasingly multilingual. Education in non-English transcription demands a comprehensive understanding of the given language. Phonetic differences between English and other languages are a particular challenge in carrying English transcription skills over into other languages. Stenography represents various sounds of a language in a formal system of shorthand, so differences within the sets of sounds that emerge in other languages require an alternative system of shorthand transcription. For example, the presence of many diphthongs and triphthongs in Spanish requires certain sounds to be distinguished that would not be present in transcribing English into shorthand. == Controversies == The usage of transcription in the context of linguistic discussions has been controversial. Typically, two kinds of linguistic records are considered to be scientifically relevant. First, linguistic records of general acoustic features, and secondly, records that only focuses on the distinctive phonemes of a language. While transcriptions are not entirely illegitimate, transcriptions without enough detailed commentary regarding any linguistic features, or transcriptions of poor quality resources, has a great chance of the content being misinterpreted. Besides misinterpretation, transcribers could also bring in cultural biases and ignorance that reflect onto their transcription. These instances may cause a disruption of reliability in the final real-time transcription, which could influence how the written utterance is seen as an evidence for a court-case. === Quality issues === Problems in the final resulting transcription can be caused by either the quality of the transcriber or the original source that is being transcribed. Transcribers can come from different levels of skill and training background. This makes the final transcription prone to poor quality, or if the transcription is being done by multiple people, lack of consistency in the content. If the source of the transcription is a recording, the problem may root back to the quality of the re