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Ex-CERN QUANT applied quantum mechanics to the oil market on Polymarket He trades exclusively oil and made $226K in a week His Harmonic Oscillators model sees structure in the chaos: â†|n⟩ = √(n+1)|n+1⟩ -- growth â|n⟩ = √n|n-1⟩ -- decline Eₙ = ℏω(n + ½) -- energy level N̂|n⟩...

65,045 次观看 • 2 个月前 •via X (Twitter)

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Introducing: Ecliptica_Veil_Refrain Step into the latest marvel of #Trinity’s AI simulation universe: Ecliptica_Veil_Refrain. {"RENDERER_STATE":{"Nraymarch":64,"spp_per_frame":1,"max_spp":32,"show_bounds":false,"skyColor":[0,0,0],"sunColor":[0.5489273590657855,0.5489273590657855,0.5489273590657855],"sunPower":1.367144516090617,"sunLatitude":76.73485298771871,"sunLongitude":138.94571082309892,"colliderSpec":[0.6666666666666667,0.6013071895424837,0.6013071895424837],"colliderDiffuse":[0.06666666666666667,0.3607843137254902,0.8980392156862745],"colliderRoughness":0.341872424239417,"exposure":0.3664541543565143,"gamma":1.5549681231534773,"saturation":1.2470158685577861,"anisotropy":0.5438412313677659,"extinctionScale":-0.4726864204465695,"emissionScale":1.0281427174005486,"blackbodyEmission":-11.619147601146414,"TtoKelvin":0.9924693630221351},"SOLVER_STATE":{"timestep":1,"NprojSteps":16,"vorticity_scale":0.43671445160906175,"Nx":160,"Ny":160,"Nz":160,"max_timesteps":500,"expansion":0.1},"SIMULATION_STATE":{"gravity":0.029775985336981482,"buoyancy":0.009925328445660495,"radiationLoss":0.9970476559131248,"blast_height":0.13595000702148574,"blast_radius":0.1583940602227418,"blast_velocity":48.523827956562414,"blast_heat_flux":49.62664222830247,"animation_period":13.233771260880658,"dust_inflow_rate":4.962346815110676,"dust_absorption":[0.8980392156862745,0.5843137254901961,0.06274509803921569],"dust_scattering":[0.011764705882352941,0.011764705882352941,0.9372549019607843],"TtoKelvin":52.93508504352263},"CAMERA_STATE":{"pos":[428.5065222671221,231.18004269182862,-137.9063177523132],"tar":[95.47877293559753,48.26456077993378,85.76052711016654],"near":1,"far":20000},"GUI_STATE":{"visible":true},"EDITOR_STATE":{"common_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Bind UI parameters to uniforms used in the various programs\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// \"Physics\"\nuniform float gravity; // {\"name\":\"gravity\", \t \"min\":0.0, \"max\":0.1, \"step\":0.001, \"default\":0.05}\nuniform float buoyancy; // {\"name\":\"buoyancy\", \"min\":0.0, \"max\":0.1, \"step\":0.001, \"default\":0.5}\nuniform float radiationLoss; // {\"name\":\"radiationLoss\", \"min\":0.9, \"max\":1.0, \"step\":0.01, \"default\":0.999}\n\n// Blast geometry \nuniform float blast_height; // {\"name\":\"blast_height\", \"min\":0.1, \"max\":0.9, \"step\":0.001, \"default\":0.25}\nuniform float blast_radius; // {\"name\":\"blast_radius\", \"min\":0.0, \"max\":0.3, \"step\":0.001, \"default\":0.1}\nuniform float blast_velocity; // {\"name\":\"blast_velocity\", \"min\":0.0, \"max\":100.0, \"step\":0.1, \"default\":50.0}\nuniform float blast_heat_flux; // {\"name\":\"blast_heat_flux\", \"min\":0.0, \"max\":100.0, \"step\":1.0, \"default\":100.0}\nuniform float animation_period; // {\"name\":\"animation_period\", \"min\":0.0, \"max\":100.0, \"step\":1.0, \"default\":100.0}\n\n// Dust\nuniform float dust_inflow_rate; // {\"name\":\"dust_inflow_rate\", \"min\":0.0, \"max\":10.0, \"step\":0.01, \"default\":1.0}\nuniform vec3 dust_absorption; // {\"name\":\"dust_absorption\", \"default\":[0.5,0.5,0.5], \"scale\":1.0}\nuniform vec3 dust_scattering; // {\"name\":\"dust_scattering\", \"default\":[0.5,0.5,0.5], \"scale\":1.0}\n\n// Rendering\nuniform float TtoKelvin; // {\"name\":\"TtoKelvin\", \"min\":0.0, \"max\":300.0, \"step\":0.01, \"default\":10.0}\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nfloat Tambient;\nfloat M_PI = 3.141592;\n\nvoid init()\n{\n\t// Any global constants defined here are available in all functions\n \tTambient = 1.0;\n}","initial_glsl":"///////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify the initial conditions for the simulation (velocity, temperature, and medium density/albedo)\n// at time 0.0 (if unspecified, all quantities default to zero).\n///////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nvoid initial_conditions(in vec3 wsP, // world space center of current voxel\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n inout vec3 v, // initial velocity\n inout vec4 T, // initial temperature\n inout vec3 medium, // initial per-channel medium density (extinction)\n inout vec3 mediumAlbedo) // initial per-channel medium albedo\n{\n v = vec3(0.0);\n T = vec4(Tambient);\n medium = vec3(0.0);\n mediumAlbedo = vec3(0.0);\n}\n","inject_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Update the velocity, temperature via either:\n// - specification of volumetric inflow/outflow rate due to sources/sinks (vInflow, Tinflow)\n// - modification in-place, i.e. Dirichlet boundary conditions (v, T)\n// Also specify the injected medium density inflow rate, and its scattering albedo.\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nvoid inject(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n inout vec3 v, // modify velocity in-place (defaults to no change)\n inout vec3 vInflow, // velocity inflow rate (defaults to zero)\n inout vec4 T, // modify temperature in-place (defaults to no change)\n inout vec4 Tinflow, // temperature inflow rate (defaults to zero)\n inout vec3 mediumInflow, // medium density (extinction) inflow rate (defaults to zero)\n inout vec3 mediumAlbedo) // medium albedo\n{\n float phase = 0.05*M_PI*time/animation_period;\n vec3 blast_center = 0.5*L + 0.5*vec3(0.5*L.x*sin(13.0*phase),\n 0.5*L.y*sin(17.0*phase),\n 0.5*L.z*sin(19.0*phase));\n \n vec3 dir = wsP - blast_center;\n float r = length(dir);\n dir /= r;\n float rt = r/(blast_radius*L.y);\n if (rt <= 1.0)\n {\n // Within blast radius: inject velocity and temperature\n float radial_falloff = max(0.0, 1.0 - rt*rt*(3.0 - 2.0*rt));\n vInflow = dir * blast_velocity * radial_falloff;\n Tinflow.r = blast_heat_flux * radial_falloff;\n\n \t// Also inject absorbing/scattering \"dust\"\n vec3 dust_extinction = dust_absorption + dust_scattering;\n mediumInflow = dust_extinction * dust_inflow_rate * radial_falloff;\n mediumAlbedo = dust_scattering / dust_extinction;\n }\n \telse\n \t{\n // Apply thermal relaxation due to \"radiation loss\" \n T.r *= radiationLoss;\n }\n}\n","influence_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Apply any external forces to the fluid\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nvec3 externalForces(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n in vec3 v, in float P, in vec4 T, // velocity, pressure, temperature at current voxel\n in vec3 medium) // medium density (extinction) at current voxel\n{\n // Boussinesq approximation (a la Fedkiw & Stam)\n float densityAvg = (medium.r + medium.g + medium.b)/3.0;\n float buoyancy_force = -densityAvg*gravity + buoyancy*(T.r - Tambient);\n return vec3(0.0, buoyancy_force, 0.0);\n}","collide_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify regions which contain impenetrable collider material\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nfloat collisionSDF(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL) // world-space extents of grid, and voxel-size\n{\n // Regions which are solid obstacles have SDF < 0.0\n return 1.0e6;\n}","render_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify the fluid emission field \n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Approximate map from temperature in Kelvin to blackbody emiss\n// Valid from 1000 to 40000 K (and additionally 0 for pure full white)\nvec3 colorTemperatureToRGB(const in float temperature)\n{\n // Values from: \n mat3 m = (temperature <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690),\n\t vec3(0.0, 1669.5803561666639, 2575.2827530017594),\n\t vec3(1.0, 1.3302673723350029, 1.8993753891711275)) : \n\t \t\t\t\t\t\t\t\t mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690),\n \t vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594),\n\t vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275)); \n return mix(clamp(vec3(m[0] / (vec3(clamp(temperature, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)), \n vec3(1.0), \n smoothstep(1000.0, 0.0, temperature));\n}\n\n\n/******************************************************/\n/* mandatory functions */\n/******************************************************/\n\n// Specify how the temperature is mapped to the local emission radiance\nvec3 temperatureToEmission(in vec4 T)\n{\n vec3 emission = colorTemperatureToRGB(T.r * TtoKelvin) * pow(T.r/100.0, 4.0);\n \treturn emission;\n}\n\n// Optionally remap the medium density (extinction) and albedo\nvoid mediumRemap(inout vec3 medium,\n inout vec3 mediumAlbedo)\n{}\n\n// Specify the phase function of the scattering medium\nfloat phaseFunction(float mu, // cosine of angle between incident and scattered ray\n float anisotropy) // anisotropy coefficient\n{\n const float pi = 3.141592653589793;\n float g = anisotropy;\n float gSqr = g*g;\n return (1.0/(4.0*pi)) * (1.0 - gSqr) / pow(1.0 - 2.0*g*mu + gSqr, 1.5);\n}\n"}}

$TRINiTY

19,625 次观看 • 1 年前

Lecture 3 of our Quantum Mechanics series. Lecture 2 gave us the one clean privilege quantum theory offers: treat ψ(x,t) as the state and ρ(x,t) = |ψ(x,t)|² as probability, because Schrödinger evolution forces ρ to obey a continuity equation. Lecture 3 is what that continuity equation is really telling you. If ρ behaves like a fluid, then the only question that matters is: What is the velocity field? Write ψ(x,t) = r(x,t) exp(i θ(x,t)). The magnitude r sets how much probability is sitting there. The phase θ sets where it tries to go. When you unpack the current j = Im(ψ* ∇ψ), it collapses to j = (ρ/m) ∇θ, which means the flow lines you draw are literally contours of phase geometry. Then the constraint that makes the picture bite: ψ has to be single-valued, so θ can’t wind by an arbitrary amount. Around any closed loop the total phase change must be 2π n, with n an integer. That’s why vortices aren’t features you add...they’re defects the math permits, in quantized units. In the render you see both layers at once...the 3D surface shows |ψ| breathing while the phase skin slides, and the 2D panel exposes the engine...current lines steering around discrete vortex charges. The math breakdown We write the state as a complex field ψ(x,t) on the plane (x in R²). The Born rule defines the probability density ρ(x,t) = |ψ(x,t)|² Schrödinger evolution (ħ = 1 units) is i ∂ψ/∂t = [ −(1/2m) ∇² + V(x,t) ] ψ Now derive conservation of probability. Start with ρ = ψ*ψ: ∂ρ/∂t = ψ* (∂ψ/∂t) + ψ (∂ψ*/∂t) Use Schrödinger and its complex conjugate: ∂ψ/∂t = (1/i) [ −(1/2m) ∇²ψ + Vψ ] ∂ψ*/∂t = (−1/i) [ −(1/2m) ∇²ψ* + Vψ* ] Substitute. The V terms cancel, and the remaining terms rearrange into the continuity equation ∂ρ/∂t + ∇·j = 0 with probability current j = (1/2mi) ( ψ* ∇ψ − ψ ∇ψ* ) = (1/m) Im(ψ* ∇ψ) So "probability density" really behaves like a conserved fluid density with flux j. Now expose the phase mechanism. Write ψ in polar form ψ(x,t) = r(x,t) exp(i θ(x,t)) Compute the gradient ∇ψ = exp(iθ) (∇r + i r ∇θ) Then ψ* ∇ψ = r (∇r + i r ∇θ) Taking the imaginary part gives Im(ψ* ∇ψ) = r² ∇θ = ρ ∇θ So the current becomes j = (ρ/m) ∇θ That’s the steering-wheel statement: Phase gradient sets the flow direction and speed (modulated by density and m). Finally, quantized vortices. Because ψ must be single-valued, going around any closed loop must return the same complex value. That forces the phase winding to be an integer multiple of 2π: ∮ ∇θ · dl = 2π n with n in Z n is the vortex charge. Vortex cores sit where ρ ≈ 0 (phase is undefined), and the current streamlines circulate around them. #QuantumMechanics #Wavefunction #SchrodingerEquation #BornRule #ProbabilityCurrent #ContinuityEquation #Phase #Vortices #TopologicalDefects #ComplexAnalysis #MathematicalPhysics #Mathematics #Physics

Mathelirium

37,998 次观看 • 6 个月前

I have a pi-day challenge for all the physics students among you (or anyone willing to set up an experiment). If you share your results with me by March 10th, I may feature them in a video, depending on how good the results are and how many I get. Many years ago I made this video about how two colliding blocks on a frictionless plane can compute pi. My challenge to you is simple: Implement this in practice. The original puzzle assumes zero friction and zero energy loss in collisions, so obviously there are limits to how far you can get. I can tell you the real limiting factor is energy lost in collisions, more so than friction. Also, it's a wildly inefficient way to compute pi, to even get "3.14" you'd need this to work with a 10,000-to-1 mass ratio and have a way to count all 314 collisions. Matt Parker and I actually gave this a go, and the results were...okay, but could definitely have been improved :) Note, there's no reason to restrict yourself to powers of 100. For example, you could use powers of 4 to compute pi in binary. A mass ratio of 64-to-1 should give 25 collisions, which is 11001 in binary, and pi looks like 11.001... More generally, with a mass ratio of N-to-1, the number of collisions is around π / arctan(1 / sqrt(N)). So any big mass ratio gives you an approximation of pi by multiplying the number of collisions by arctan(1/sqrt(N)) If you do this, you can reach out to the channel via this page: Be sure to have a link to footage of the experiment. If anyone can get it to work with 100-to-1, I'd be happy, and if anyone can do it for 10,000-to-1, I'd be both delighted and amazed.

Grant Sanderson

177,517 次观看 • 1 年前

Hasan blames Ethan Klein & Destiny for the New York Post article Denies the claims, says article backfired, and calls it an unbelievable disgusting invasion of privacy "October 7th happened and he lost his f'in mind..it's a really funny article..backfired spectacularly bc they were like this guy is creepy, what a creep..and everyone was like what are u talking about..it's basically Ethan Klein's google doc that he wrote about how I have s-x..all roads lead back to Ethan Klein and S-p*stiny” “He’s now being sued in court for it so what did S-p*stiny do, but Hasan..and it's never something that I've done..they just try to do the no u defense" "A bunch of diff things they pulled of ppl joking..remember back in the day when the common meta was, oh he can't keep getting away with it..and ppl are peaking over my shoulder..most of it is a meme..but they make it seem like this is me sharing n*des that I've received..half of it is unsolicited and the other half is not even n*des" "Clip with Pokimane..that's from an advice segment..she was looking at my Raya messages..half of it is just me joking around about me having a f*ptop..it's a weird mishmash of jokes and insincere suspicions..the only consent being violated is my consent..so unbelievably invasive of my privacy..and so over the top that it backfired on them" "This is insane, this is disgusting..(Ethan Klein and Diddy Stalkman are behind this, these freaks don't have happy lives - read from chat)ya..that guy (Destiny) has litany of controversies..his own son is clowning on him, his own son is a neon*zi" "It's not n*des, it's like Sydney Sweeney's b**bs..or if it's someone on my Instagram timeline..it's not like a f'in n*de that I got from a loved one..and I was like ayy look at this"

yeet

95,386 次观看 • 1 个月前