• Interactive Poisson Blending on GPU
• Simplest and Fastest GLSL Edge Detection using Fwidth

## Tianqi Chen published WebGL-based deep learning…

Tianqi Chen, a senior fellow student from ACM Class of Shanghai Jiao Tong University (now at UW) published TVM, which introduced the first WebGL-based deep learning… This is fully possible given existing neural network code on ShaderToy… But still, real-time deep learning at the browser side is clever, and ambitious… and they did it!  …

## The Web Version of My AI Chatbot – LJAI

LJAI is a personal chatbot hosted in my private server, available on the WeChat platform by searching 爱打滚的玲酱, and now available via the Web platform! What makes LJAI different is the virtual and real mapping of our own cat. Recently, we have acquired over 120 users, and thousands of chat messages. http://veritayuan.com/lingjiang  Compared with the…

## Exploration of the IEEE-754 Floating Point Standard

IEEE-754 Question: Execute the following while loops (modifying the code to add a counter). Explain the reasons these loops for the observed count value.

Solution The counter is 53, 1024, 1075 for the above three for loops. The code is attatched in 4.2. According to IEEE-754 (double precision), the machine epsilon is \$2^{-52}\$….

## My CUDA Helper for Visual Studio

My CUDA Helper for Visual Studio

## Implementing Instagram Filters: Brannan, Earlybird

This series illustrate my shaders on Shadertoy.com, which renders Instagram filters in real time. Brannan Filter Brannan filter emphasizes the grey and green colors, and paints a metallic tint upon the photos. Click the mouse for comparison. I write this shader to stylize your photos in batch on my own ShaderToy renderer 🙂 (To be…

## [Solution] Leetcode 719. Find K-th Smallest Pair Distance

Given an integer array, return the k-th smallest distance among all the pairs. The distance of a pair (A, B) is defined as the absolute difference between A and B. Input: nums = [1,3,1] k = 1 Output: 0 Explanation: Here are all the pairs: (1,3) -> 2 (1,1) -> 0 (3,1) -> 2 Then the 1st…

## Some random summaries on deferred rendering

Here are some random thoughts and summaries on deferred rendering pipeline. Deferred shading is generally faster than forward shading According to Unity3D, As a general rule, Deferred Rendering is likely to be a better choice if our game runs on higher-end hardware and uses a lot of realtime lights, shadows and reflections. Forward Rendering is…

## Some issues in VR – A personal note

Vergence-accommodation conflict Vergence movements are closely connected to accommodation of the eye. Under normal conditions, changing the focus of the eyes to look at an object at a different distance will automatically cause vergence and accommodation, sometimes known as the accommodation-convergence reflex. Visual odometry Match moving VR in practice GPU-based rendering (almost) as usual (OpengGL,…

## My Chatbot in WeChat Platform

It is nothing related with AR and VR. But in the era of AI, who wouldn’t want to develop a cute chatbot? Feel free to scan the QR code below to follow our cute pet 🙂  Most of the code is based upon Python. I have developed the following functionalities. AIML matching Dictionary Idiom Wikipedia…

## PostProcessing: Brightness, Contrast, Hue, Saturation, and Vibrance

Real-time image manipulation is always fascinating. With the power of the modern GPU, it is possible to achieve the postprocessing effects all in a single shader. Remember that in GLSL, matrix are column major. Brightness is a float between [-1, 1], directly adding to the RGB Contrast is a float between [0, 1, ∞], directly…