Max Welling

Max Welling

Max Welling (born 1968) is a Dutch computer scientist in machine learning at the University of Amsterdam. In August 2017, the university spin-off Scyfer BV, co-founded by Welling, was acquired by Qualcomm. He has since then served as a Vice President of Technology at Qualcomm Netherlands. He is also a Distinguished Scientist at Microsoft Research AI4Science, based in Amsterdam. Welling received his PhD in physics with a thesis on quantum gravity under the supervision of Nobel laureate Gerard 't Hooft (1998) at the Utrecht University. He has published over 250 peer-reviewed articles in machine learning, computer vision, statistics and physics, and has most notably invented variational autoencoders (VAEs), together with Diederik P Kingma. In 2025 Welling was elected member of the Royal Netherlands Academy of Arts and Sciences.

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

Social employee

A social employee is a worker operating within a social business model. Following an organization's social computing guidelines, social employees use social media tools both for internal workflow and collaboration purposes and for external engagement with customers, prospects and stakeholders through a combination of social media marketing, content marketing, social marketing, and social selling. Social employee programs are considered to be as much about culture and engagement as they are about business processes and best practices. In addition to increased leads and sales, social employee best practices are said to improve business outcomes important to social media marketing, such as increased connections and web traffic, improved brand identification and "chatter", and better customer advocacy. == Overview == The term "social employee" was first introduced to describe those exhibiting the emerging characteristics of workers operating under a social business model. The term is often used interchangeably with similar designations like "employee advocate" or "social employee advocate". Crucial to the perceived value of the social employee is the concept of the digital footprint. While organizations are able to generate large bases of followers through social media, research shows that brand marketing and engagement efforts through these networks are not as effective as those of individual employees. In fact, some research indicates that employee experts are more trusted than any other member of an organization. Because of this, social employee programs are designed to train, empower, and support employee engagement efforts in the hopes of authentically engaging larger communities, increasing the frequency of shares, reviews, and other forms of "earned media" and expanding the brand's presence on the web. == The personal or employee brand == A foundational concept of the social employee is the idea of the personal or employee brand. This concept first gained popular attention in a 1997 FastCompany article by business leader Tom Peters titled "The Brand Called You". In the article, Peters argued that the premium placed on branding impacted workers' lives to such an extent that creating and cultivating a distinct personal brand had become a professional necessity. According to Peters, doing so built trust, loyalty, visibility, influence, and employability. With increased adoption of social media tools by both businesses and consumers in the early 21st century, many business leaders became increasingly concerned with social engagement, both internally among employees and externally with customers and other stakeholders. While many in the business community acknowledged the potential social tools had for improved collaboration, productivity, and brand messaging, the concern that employees would misrepresent their brand, disclose proprietary information, or otherwise damage their company's reputation or ability to conduct business persisted. As a result, many began to advocate for employee branding as a solution to this problem. This helped give new meaning to the concept of brand ambassadorship, positioning everyday employees in public, and potentially high-profile, engagement roles. == Characteristics == === Engaged === Because social employee advocacy is dependent on the perceived authenticity of the employee, engagement is highly valued in social organizations. Further, data show the measurable impact of employee engagement on organizational productivity and profitability: Happy employees were found to be 12 percent more productive. In one study, engaged employees were found to be 38 percent more likely to produce at above-average rates. In another, organizations with engaged employees had a 19 percent higher than average shareholder return, while organizations with disengaged employees experienced shareholder return that was 44 percent below average. Engaged companies were found to outperform disengaged companies by up to 202 percent. Companies with strong focus on culture were found to have an average 13.9 percent turnover rate, while those with a low focus experience were found to have a 48.4 percent turnover rate. === Flexible job environment and work–life balance === The number of professionals working mobile or remote has risen considerably since 2010. While estimates vary, one study found that number of organizations with mobile or remote employees is expected to rise from 24 percent in 2012 to 89 percent by 2020. Other research has estimated that by 2020, 105.4 million professionals will work remotely in America, about 72.3 percent of the total workforce. This change has been linked to a rise in social technologies, including biometrics, wearables, near-field communications, and augmented reality. Social employees have also put a greater emphasis on work–life balance, with many believing that advances in technology can directly support efforts in this area. Purported benefits of this shift include a more flexible workforce, reduced business costs, and greater organizational leverage in attracting and retaining top talent. === Buys into the brand's story === In 2009, thought leader Simon Sinek presented a speech called "How Great Leaders Inspire Action" at a TEDxPugetSound event. Sinek's central argument in this speech was, "People don't buy what you do. They buy why you do it." This concept—that the story behind a business or product offering is a more compelling sales tool than the product itself—is frequently cited in social media marketing as a way to build authentic connections with stakeholders. However, others have argued that for employees to share a brand's story authentically, they must be engaged in that story themselves, and as a result, many companies have made storytelling part of their culture programs. === Collaborative === An implicit tenet in social business is that social technologies aren't a barrier to productivity, but rather a path to increased connectivity. The shift in enterprise software systems like IBM Connections to incorporate social communication models, such as mentions, wikis, and newsfeeds, reflects the changing communication dynamics within business. With an increase in diversity and sophistication in collaborative software platforms, social organizations have sought to find new creative ways to utilize these tools and secure employee buy-in around them. Crowdsourcing has also become popular in social businesses. Examples include AT&T's program The Innovation Pipeline (TIP), begun in 2009, which has generated over 28,000 ideas that have led to over 75 projects with funding exceeding $44 million. IBM has also put considerable resources into such processes, producing its social computing guidelines through employee crowdsourcing, as well as its Connections platform through the Technology Adoption Program (TAP), a more formalized crowdsourcing initiative. Another popular form of internal collaboration is the hack day, or hackathon. Organizations such as Netflix, Facebook, and IBM use hack days to pull employees out of their day-to-day work environments and encourage them to collaborate in nontraditional ways in an attempt to drive disruptive innovation. Social employees are often encouraged to seek external collaboration opportunities with customers and prospects. For example, Procter & Gamble introduced the Live Well Collaborative to connect with external stakeholders and develop products and services for the 50+ demographic. === Social listener === A social listener is someone who engages in social listening, or social media monitoring, for professional means. Social employees can use social media monitoring for a variety of reasons, including professional development, industry news and trends, and gauging market sentiment. Some have argued that social listening is one of the most important components of social business, as it enables organizations to collect rich market data, make more informed strategic decisions, and respond to customer needs more authentically. === Customer-centric === Advocates of customer-centricity in social business argue that social media has changed the dynamic from one-way brand messaging to shared interactions between brand and customer. Brand and customer engagement is seen as a means of creating more lasting connections with customers and prospects and empowering them to become brand promoters. Customer-centric interactions are seen to have distinct value to brands, as research shows that prospects are far more likely to trust brand-related messaging from a friend or family member than they are from a brand. As a means of building social employees, some social advocates have also called for a broader definition of customer to include the employees themselves. In the book The Pursuit of Social Business Excellence, authors Vala Afshar and Brad Martin made the following argument: A social business operates with the guiding principle that each employee's responsi

Data exhaust

Data exhaust (also exhaust data) is the trail of data generated as a by-product of users' online activity, behaviour, and transactions, rather than data they deliberately create or submit. It forms part of a broader category of unconventional data that also includes geospatial, network, and time-series data, and may be useful for predictive analytics. Data exhaust can take the form of cookies, temporary files, log files, clickstream records and stored preferences. Actions such as visiting a web page, following a link, or dwelling on an element may all generate exhaust data that is recorded without the user's active awareness. Unlike primary content — which the user intentionally creates — exhaust data is a passive side effect of interaction. A bank, for example, might treat the amounts and parties involved in a transaction as primary data, while secondary data could include whether the transaction was carried out at a cash machine rather than a branch. == Uses == Data exhaust collected by companies is often information that is not immediately useful in isolation, but can be aggregated and analysed to improve products, personalise content, identify trends, and support quality control. Companies may also store exhaust data for future analysis or sell it to third parties. Shoshana Zuboff has described this practice as a core mechanism of what she terms surveillance capitalism, in which behavioural data generated by users is converted into predictive products. Kosciejew notes that large quantities of often raw data are collected in this way, much of which is never analysed. == Medical exhaust data == Many medical devices — including pacemakers, dialysis machines and surgical cameras — generate exhaust data as a by-product of their operation. The majority of this data is never captured or analysed, and is typically discarded once a procedure ends or a device completes its routine monitoring cycle. The potential use of data generated by implanted devices such as pacemakers raises additional legal and ethical questions around ownership and consent. Using electronic health records for research also creates challenges because of the volume of data involved, creating a need for automated algorithms to process it. == Privacy and regulation == The collection and distribution of data exhaust is not in itself illegal in most jurisdictions, but its use raises questions of privacy and informed consent. Steps commonly taken to address these concerns include data anonymisation, offering users an opt-out from the sale of their data, and publishing explicit privacy policies that disclose what data is collected and how it is used.

Factorization of polynomials over finite fields

In mathematics and computer algebra the factorization of a polynomial consists of decomposing it into a product of irreducible factors. This decomposition is theoretically possible and is unique for polynomials with coefficients in any field, but rather strong restrictions on the field of the coefficients are needed to allow the computation of the factorization by means of an algorithm. In practice, algorithms have been designed only for polynomials with coefficients in a finite field, in the field of rationals or in a finitely generated field extension of one of them. All factorization algorithms, including the case of multivariate polynomials over the rational numbers, reduce the problem to this case; see polynomial factorization. It is also used for various applications of finite fields, such as coding theory (cyclic redundancy codes and BCH codes), cryptography (public key cryptography by the means of elliptic curves), and computational number theory. As the reduction of the factorization of multivariate polynomials to that of univariate polynomials does not have any specificity in the case of coefficients in a finite field, only polynomials with one variable are considered in this article. == Background == === Finite field === The theory of finite fields, whose origins can be traced back to the works of Gauss and Galois, has played a part in various branches of mathematics. Due to the applicability of the concept in other topics of mathematics and sciences like computer science there has been a resurgence of interest in finite fields and this is partly due to important applications in coding theory and cryptography. Applications of finite fields introduce some of these developments in cryptography, computer algebra and coding theory. A finite field or Galois field is a field with a finite order (number of elements). The order of a finite field is always a prime or a power of prime. For each prime power q = pr, there exists exactly one finite field with q elements, up to isomorphism. This field is denoted GF(q) or Fq. If p is prime, GF(p) is the prime field of order p; it is the field of residue classes modulo p, and its p elements are denoted 0, 1, ..., p−1. Thus a = b in GF(p) means the same as a ≡ b (mod p). === Irreducible polynomials === Let F be a finite field. As for general fields, a non-constant polynomial f in F[x] is said to be irreducible over F if it is not the product of two polynomials of positive degree. A polynomial of positive degree that is not irreducible over F is called reducible over F. Irreducible polynomials allow us to construct the finite fields of non-prime order. In fact, for a prime power q, let Fq be the finite field with q elements, unique up to isomorphism. A polynomial f of degree n greater than one, which is irreducible over Fq, defines a field extension of degree n which is isomorphic to the field with qn elements: the elements of this extension are the polynomials of degree lower than n; addition, subtraction and multiplication by an element of Fq are those of the polynomials; the product of two elements is the remainder of the division by f of their product as polynomials; the inverse of an element may be computed by the extended GCD algorithm (see Arithmetic of algebraic extensions). It follows that, to compute in a finite field of non prime order, one needs to generate an irreducible polynomial. For this, the common method is to take a polynomial at random and test it for irreducibility. For sake of efficiency of the multiplication in the field, it is usual to search for polynomials of the shape xn + ax + b. Irreducible polynomials over finite fields are also useful for pseudorandom number generators using feedback shift registers and discrete logarithm over F2n. The number of irreducible monic polynomials of degree n over Fq is the number of aperiodic necklaces, given by Moreau's necklace-counting function Mq(n). The closely related necklace function Nq(n) counts monic polynomials of degree n which are primary (a power of an irreducible); or alternatively irreducible polynomials of all degrees d which divide n. === Example === The polynomial P = x4 + 1 is irreducible over Q but not over any finite field. On any field extension of F2, P = (x + 1)4. On every other finite field, at least one of −1, 2 and −2 is a square, because the product of two non-squares is a square and so we have If − 1 = a 2 , {\displaystyle -1=a^{2},} then P = ( x 2 + a ) ( x 2 − a ) . {\displaystyle P=(x^{2}+a)(x^{2}-a).} If 2 = b 2 , {\displaystyle 2=b^{2},} then P = ( x 2 + b x + 1 ) ( x 2 − b x + 1 ) . {\displaystyle P=(x^{2}+bx+1)(x^{2}-bx+1).} If − 2 = c 2 , {\displaystyle -2=c^{2},} then P = ( x 2 + c x − 1 ) ( x 2 − c x − 1 ) . {\displaystyle P=(x^{2}+cx-1)(x^{2}-cx-1).} === Complexity === Polynomial factoring algorithms use basic polynomial operations such as products, divisions, gcd, powers of one polynomial modulo another, etc. A multiplication of two polynomials of degree at most n can be done in O(n2) operations in Fq using "classical" arithmetic, or in O(nlog(n) log(log(n)) ) operations in Fq using "fast" arithmetic. A Euclidean division (division with remainder) can be performed within the same time bounds. The cost of a polynomial greatest common divisor between two polynomials of degree at most n can be taken as O(n2) operations in Fq using classical methods, or as O(nlog2(n) log(log(n)) ) operations in Fq using fast methods. For polynomials h, g of degree at most n, the exponentiation hq mod g can be done with O(log(q)) polynomial products, using exponentiation by squaring method, that is O(n2log(q)) operations in Fq using classical methods, or O(nlog(q)log(n) log(log(n))) operations in Fq using fast methods. In the algorithms that follow, the complexities are expressed in terms of number of arithmetic operations in Fq, using classical algorithms for the arithmetic of polynomials. == Factoring algorithms == Many algorithms for factoring polynomials over finite fields include the following three stages: Square-free factorization Distinct-degree factorization Equal-degree factorization An important exception is Berlekamp's algorithm, which combines stages 2 and 3. === Berlekamp's algorithm === Berlekamp's algorithm is historically important as being the first factorization algorithm which works well in practice. However, it contains a loop on the elements of the ground field, which implies that it is practicable only over small finite fields. For a fixed ground field, its time complexity is polynomial, but, for general ground fields, the complexity is exponential in the size of the ground field. === Square-free factorization === The algorithm determines a square-free factorization for polynomials whose coefficients come from the finite field Fq of order q = pm with p a prime. This algorithm firstly determines the derivative and then computes the gcd of the polynomial and its derivative. If it is not one then the gcd is again divided into the original polynomial, provided that the derivative is not zero (a case that exists for non-constant polynomials defined over finite fields). This algorithm uses the fact that, if the derivative of a polynomial is zero, then it is a polynomial in xp, which is, if the coefficients belong to Fp, the pth power of the polynomial obtained by substituting x by x1/p. If the coefficients do not belong to Fp, the pth root of a polynomial with zero derivative is obtained by the same substitution on x, completed by applying the inverse of the Frobenius automorphism to the coefficients. This algorithm works also over a field of characteristic zero, with the only difference that it never enters in the blocks of instructions where pth roots are computed. However, in this case, Yun's algorithm is much more efficient because it computes the greatest common divisors of polynomials of lower degrees. A consequence is that, when factoring a polynomial over the integers, the algorithm which follows is not used: one first computes the square-free factorization over the integers, and to factor the resulting polynomials, one chooses a p such that they remain square-free modulo p. Algorithm: SFF (Square-Free Factorization) Input: A monic polynomial f in Fq[x] where q = pm Output: Square-free factorization of f R ← 1 # Make w be the product (without multiplicity) of all factors of f that have # multiplicity not divisible by p c ← gcd(f, f′) w ← f/c # Step 1: Identify all factors in w i ← 1 while w ≠ 1 do y ← gcd(w, c) fac ← w / y R ← R · faci w ← y; c ← c / y; i ← i + 1 end while # c is now the product (with multiplicity) of the remaining factors of f # Step 2: Identify all remaining factors using recursion # Note that these are the factors of f that have multiplicity divisible by p if c ≠ 1 then c ← c1/p R ← R·SFF(c)p end if Output(R) The idea is to identify the product of all irreducible factors of f with the same multiplicity. This is done in two steps. The first step uses the formal d

PDE surface

PDE surfaces are used in geometric modelling and computer graphics for creating smooth surfaces conforming to a given boundary configuration. PDE surfaces use partial differential equations to generate a surface which usually satisfy a mathematical boundary value problem. PDE surfaces were first introduced into the area of geometric modelling and computer graphics by two British mathematicians, Malcolm Bloor and Michael Wilson. == Technical details == The PDE method involves generating a surface for some boundary by means of solving an elliptic partial differential equation of the form ( ∂ 2 ∂ u 2 + a 2 ∂ 2 ∂ v 2 ) 2 X ( u , v ) = 0. {\displaystyle \left({\frac {\partial ^{2}}{\partial u^{2}}}+a^{2}{\frac {\partial ^{2}}{\partial v^{2}}}\right)^{2}X(u,v)=0.} Here X ( u , v ) {\displaystyle X(u,v)} is a function parameterised by the two parameters u {\displaystyle u} and v {\displaystyle v} such that X ( u , v ) = ( x ( u , v ) , y ( u , v ) , z ( u , v ) ) {\displaystyle X(u,v)=(x(u,v),y(u,v),z(u,v))} where x {\displaystyle x} , y {\displaystyle y} and z {\displaystyle z} are the usual cartesian coordinate space. The boundary conditions on the function X ( u , v ) {\displaystyle X(u,v)} and its normal derivatives ∂ X / ∂ n {\displaystyle \partial {X}/\partial {n}} are imposed at the edges of the surface patch. With the above formulation it is notable that the elliptic partial differential operator in the above PDE represents a smoothing process in which the value of the function at any point on the surface is, in some sense, a weighted average of the surrounding values. In this way, a surface is obtained as a smooth transition between the chosen set of boundary conditions. The parameter a {\displaystyle a} is a special design parameter which controls the relative smoothing of the surface in the u {\displaystyle u} and v {\displaystyle v} directions. When a = 1 {\displaystyle a=1} , the PDE is the biharmonic equation: X u u u u + 2 X u u v v + X v v v v = 0 {\displaystyle X_{uuuu}+2X_{uuvv}+X_{vvvv}=0} . The biharmonic equation is the equation produced by applying the Euler-Lagrange equation to the simplified thin plate energy functional X u u 2 + 2 X u v 2 + X v v 2 {\displaystyle X_{uu}^{2}+2X_{uv}^{2}+X_{vv}^{2}} . So solving the PDE with a = 1 {\displaystyle a=1} is equivalent to minimizing the thin plate energy functional subject to the same boundary conditions. == Applications == PDE surfaces can be used in many application areas. These include computer-aided design, interactive design, parametric design, computer animation, computer-aided physical analysis and design optimisation. == Related publications == M.I.G. Bloor and M.J. Wilson, Generating Blend Surfaces using Partial Differential Equations, Computer Aided Design, 21(3), 165–171, (1989). H. Ugail, M.I.G. Bloor, and M.J. Wilson, Techniques for Interactive Design Using the PDE Method, ACM Transactions on Graphics, 18(2), 195–212, (1999). J. Huband, W. Li and R. Smith, An Explicit Representation of Bloor-Wilson PDE Surface Model by using Canonical Basis for Hermite Interpolation, Mathematical Engineering in Industry, 7(4), 421-33 (1999). H. Du and H. Qin, Direct Manipulation and Interactive Sculpting of PDE surfaces, Computer Graphics Forum, 19(3), C261-C270, (2000). H. Ugail, Spine Based Shape Parameterisations for PDE surfaces, Computing, 72, 195–204, (2004). L. You, P. Comninos, J.J. Zhang, PDE Blending Surfaces with C2 Continuity, Computers and Graphics, 28(6), 895–906, (2004).

Back-Up Interceptor Control

Backup Interceptor Control (BUIC, ) was the Electronic Systems Division 416M System to backup the SAGE 416L System in the United States and Canada. BUIC deployed Cold War command, control, and coordination systems to SAGE radar stations to create dispersed NORAD Control Centers. == Background == Prior to the SAGE Direction Centers becoming operational, the USAF deployed data link systems at NORAD Control Centers with ground computers for controlling crewed interceptors. After SAGE IBM AN/FSQ-7 Combat Direction Centrals became operational and the Super Combat Centers with improved (digital) computers were cancelled, a backup to SAGE was planned in the event the above-ground SAGE Air Defense Direction Center failed. == General Electric AN/GPA-37 Course Directing Group == BUIC began with deployment of General Electric AN/GPA-37 Course Directing Groups to several Long Range Radar stations. Units designated included the "U.S. Air Force 858th Air Defense Group (BUIC) [which became] a permanent operating facility" at Naval Air Station Fallon in Nevada. == BUIC II == BUIC II was used to command and control sites using the Burroughs AN/GSA-51 Radar Course Directing Group. North Truro AFS became the first ADC installation configured for BUIC II. == BUIC III == The AN/GYK-19 (initially AN/GSA-51A) was an upgraded version of the BUIC II system designated AN/GSA-51A and required a larger building than the AN/GSA-51. The first BUIC III site was Fort Fisher AFS, and Air Defense Command's was first installed at Fort Fisher Air Force Station, North Carolina. Although more advanced systems were contemplated, the final design of the BUIC III system was an upgraded version of the BUIC II with around twice the performance. == Closure and upgrade == In 1972, the USAF decided to shut down most of the BUIC sites; most of the sites mothballed by 1974, except for the BUIC III site at Tyndall Air Force Base. In Canada the BUIC site at Senneterre was shut down, but St Margarets remained open. The remaining sites were closed between 1983-1984 when SAGE was replaced by the Joint Surveillance System. The AN/FYQ-47 Common Digitizer for the Joint Surveillance System, and the Radar Video Data Processor (RVDP) was a combined system for the Air Force and Federal Aviation Administration (FAA), it replaced the SAGE Burroughs AN/FST-2 Coordinate Data Transmitting Sets.