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Diffusion models leverage a variety of samplers. Deterministic methods like DDIM produce orderly paths. In contrast, stochastic samplers like DDPM produce chaotic trajectories. Despite their differences, both methods draw valid samples from the underlying distribution.

102,987 次观看 • 1 年前 •via X (Twitter)

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🚨Exciting news for archaeology and for human knowledge in general! It has been a long and tedious process, but the Peruvian Ministry of Culture has finally granted permission to export geological samples that will hopefully enable the age of Sacsayhuaman's construction to be determined! Three types of samples have been collected for analysis using different dating methods, and some of them are already on their way to different labs in the US and in Europe. 1 - Soil samples collected from right beneath the blocks that make up the megalithic walls of Sacsayhuaman for Optically Stimulated Luminescence (OSL) dating – this method is used to determine the time elapsed since minerals like quartz and feldspar were last exposed to sunlight by measuring the light energy (luminescence) released from trapped electrons that accumulated in the mineral crystal lattice due to natural radiation since their last bleaching/reset event (i.e., when the ground was covered by the blocks). 2 - Limestone samples from megalithic blocks, quarry sites and carved bedrock, for Cosmogenic Nuclides dating – this method is used to determine the age of geological surfaces by measuring the accumulation of rare isotopes (mainly ³⁶Cl) produced when the limestone is hit by cosmic rays. 3 - Speleothems samples (calcium carbonate deposits such as stalactite or flowstone) collected on carved surfaces for Uranium-Thorium dating – this method is used to calculate the age of carbonate materials by measuring the buildup of thorium-230 from the slow decay of its uranium-234 parent isotope. This won’t give us the age of the carving of these rocks, but this will give us a minimum age, since the rock was obviously cut before these deposits formed. Additionally, if some organic material is found in the soil or speleothems samples, radiocarbon dating will also be performed, which would give us a fourth means of dating the construction of the site. Whether you believe this megalithic site was built by the Incas or by a much older civilization, science will hopefully put an end to this debate once and for all. And, to top it all off, some limestone samples have also been sent to the Geopolymer Institute of Joseph Davidovits for analysis. This is proof, if any were needed, that not all archaeologists are dogmatic and closed to alternative theories. Now, Let's hope that all these methods will yield results. Whatever these results may be, they will be the subject of a scientific publication, and I will share them here on X, so make sure to follow. This could potentially rewrite history!

Weird Old World

113,042 次观看 • 6 个月前

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,828 次观看 • 1 年前

WATCH THIS VIDEO CAREFULLY. FORENSIC ANALYSIS OF A VIDEO CURRENTLY BEING CIRCULATED AND SPREAD ON ARAB TELEGRAM CHANNELS (Mor Edge Insight in conjunction with GAZAWOOD - The Pallywood Saga - BACKUP - July 6) What you are about to see is raw footage of an active arrest operation and genuine footage. This clip is currently circulating on Palestinian Telegram channels and is being prepared for wider distribution on X. It follows a familiar pattern of real footage with heavy manipulation and inauthentic audio to create a perception and narrative that doesn’t exist and is not what the footage actually shows. Here is the step-by-step forensic breakdown. The audio track contains multiple sharp “gunshots.” However, frame-by-frame examination shows no muzzle flashes at any point, even in bright daylight where unsuppressed firearms would produce clear, visible bursts. There is also no visible recoil or weapon movement on the individuals holding rifles. The barrels show no suppressors, yet the sounds are relatively clean “pops” rather than the overwhelming cracks expected from unsuppressed fire at that range. The audio of the shots fired are more reminiscent of a children’s toy than a real gunshot. More critically, the visual action is happening at a clear distance across the road, at a distance of an estimated 60-100m away from the camera, yet the gunshots and shouting sound as if recorded right next to the camera. Real distant gunfire would be thinner, more muffled, and accompanied by environmental echoes. This audio was added in post-production. How distance was determined: The white car in the immediate foreground (partially visible on the left) is only 5–10 meters away. The road width and the position of the parked vehicles and people with guns put the core action clearly in the mid-ground, across the full width of the street and shoulder. Reference objects: Standard car lengths (4.5–5m), average adult height (1.7m), and the spacing of streetlights/power poles all support a distance in that 60–100 meter range for the shooters and the SUV. The black SUV drives a noticeable distance across the frame without appearing overly large or close, further confirming it’s not right next to the camera. This distance makes the audio mismatch even more obvious. Real gunfire at 60–100 meters would sound significantly more distant and muted, with clear delay and environmental filtering. The overlaid “cracks” sound like they were recorded (or synthesized) much closer. Summary 1. Real gunshots, especially in an open outdoor environment like this, produce a sharp initial crack (supersonic bullet) followed by a broader report/echo, with significant low-frequency rumble, reverberation off the ground/cars/objects, and environmental decay. These sound more like clean “pop/crack” samples layered on top. 2. They lack the natural variations in volume, timing, or distortion you’d expect from actual firearms in a real chaotic scene (muzzle blast, echoes, distance differences) even with silencers which from that distance you wouldn’t even hear. They feel “pasted in” during editing. 3. The overall audio mix (ambient road noise, car sounds, voices) doesn’t interact naturally with the “shots”, there is no proper masking, reverb bleed, or mic overload you’d get from real loud events captured on the same recording device. Always examine the audio against the visuals, check for continuity errors, and watch how people actually behave when they think no one is watching the performance. Share if you value this kind of detailed verification.

Mor Edge Insight

23,103 次观看 • 20 天前

During the war, terrorist attacks, sabotage operations and espionnage are regular in Ukraine 🇺🇦. On april 18, a terrorist attack killed 7 people in Kyiv. Here are some informations about the terrorist : he was born in Moscow, had Ukrainian citizenship, and lived permanently in Bakhmut. In 2015-2017, he lived in Russia (Ryazan), used a Russian phone number and banking services. He maintained a Facebook page from 2016 to 2019, posting anti-Ukrainian and anti-Semitic posts. He called for a violent "cleansing" of society and justified Hitler's methods. He denied the legitimacy of Ukraine, calling it a "so-called country". These are not isolated attacks. Shootings and sabotage are happening very often, sponsored by Moscow. Spies are arrested daily, mainly in the big cities where there is still a small pro-russian minority. On frontline cities, the presence of civilians, in particular elder (some pro-USSR/Russia) complicates everything. Russia has a strong spying network that poses threats behind, while pro-Ukrainians in occupied territories have more difficulties to do anything, because of the very strong russian reaction (kidnapping, rapes, surveillance, deportation...). In Kramatorsk for instance, thousands of ukrainian civilians are still living, 200 000 thousands are still in Donbas. Their presence is a danger for both the army and themselves. They often have to be evacuated at the last moment under fire, threatening the lives of civilian volunteers. The social situation in Ukraine is often underlooked despite behing very interesting...

Clément Molin

14,740 次观看 • 3 个月前