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I'd like to have random tessellations of regions in a hyperbolic space.
In the Euclidean plane I get good results by scattering random points and performing a periodic Delaunay triangulation using CGAL.
For the hyperbolic case, though, there is nothing yet available in the library, even tough work on the implementation of non-Euclidean triangulations and meshes in CGAL was ongoing already in 2011, and essentially ready by 2014.
A purportedly "easy" recipe for implementing the hyperbolic triangulation has been long available (arxiv.org:0903.3287), but I don't think it's trivial to implement it reliably.
Is there any other implementation of hyperbolic Delaunay triangulations, preferably with periodic boundary conditions?
The code that Marc mentions is computing periodic triangulations (along translations corresponding to the hyperbolic octagon), following the paper soon to be presented at SoCG'17 (see https://hal.inria.fr/hal-01411415 for a preliminary version).
We also have code that computes Delaunay triangulations in the hyperbolic plane, as presented in our JoCG paper (see http://jocg.org/index.php/jocg/article/view/141).
The branch is currently private in github, but we will make it public soon. Some parts need polishing, though, and the documentation is not yet written.
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I'v recently worked with TensorFlow Extended(TFX) platform. Since my development background is on Pytorch stack, I'm looking for well-compatible alternatives of TFX for Pytorch.
While searching for this alternative, I came across torchx and torchserve. But torchx is a newly developed library and not so comprehensive as well as TFX. On the other hand, torchserve focus is on deployment and software engineering side of Machine Learning Operation(MLOps) and doesn't have many rich features as good as TFX for data pipeline.
Is there any other alternative for Pytorch stack?
This might be sort of self-serving, as I'm one of the co-creators of the proposed framework, but as the question asked directly for recommendations, I think its fair with this disclaimer up front.
How about using ZenML. It is a TFX-like framework for all frameworks including PyTorch (indeed uses ml-pipelines-sdk in the background - although it will be removed soon).
Here are the docs for your convenience and a pytorch example to get your started. Here is a recent blog about converting simple PyTorch code to ZenML pipelines.
Cheers and feel free to leave a comment that this answer is too market-y and I'll delete it (It isnt meant to be, I just stumbled upon this question today).
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I am looking to build a voice based interactive automation system. To make the experience more realistic I am looking for 3D avatars that could read a given text(response) in real time.
The closest I found something on the net is Ultra HAL for windows (https://www.youtube.com/watch?v=hEtgfXbpCqI). I need something similar, expressive, programmable through an API and preferable for a MAC or Linux. TTS is not that mandatory.
Thanks for the help.
Sadly there is nothing comparable to the (15 year old) Haptek avatar technology (the underlying tech Ultra HAL uses). Even on the Windows platform. We use Haptek for Cassandra for all the reasons you want such a package. To my knowledge nothing else supports such high quality, 3D, emotively & verbally autonomous characters. Note: In-game 3D avatars are all carefully scripted and acted scenes and not actually interactive.
I would like to extend the question/request to the Android platform. Many developers could make great use of that. Cassandra certainly would.
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I've been trying to find some good tutorials on particle systems in Three.js, but haven't been able to find anything noteworthy. Is there a particle engine that would be easy to use for it, perhaps with some good intro stuff and documentation? Also, in these particle systems, do I have free reign over positioning of the individual particles, or is it totally random?
Your best bet is to check out the samples on their examples page.
In particular:
http://threejs.org/examples/#webgl_buffergeometry_custom_attributes_particles
The three.js documentation page on BufferGeometry has docs for all the functions used in those examples, take a look at BufferGeometry and the particle materials.
And yes, you have "free reign", these functions just let you create buffers and render them, you can set the values of the vertices and update them over time however you desire.
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I've recently started using Rhino Mocks and don't have a full understanding of its contexts, states and features, sometimes mistakenly comparing it too closely to other mocking frameworks. For example, the following sentence talks about a replay state and that threw me for a bit:
A call to <Rhino.Mocks.MockRepository.ReplayAll> would move the mock
object(s) to replay state, a call to <Rhino.Mocks.MockRepository.VerifyAll>
is made from the [TearDown] method.
Can anybody point me to high level conceptual explanations online (technical would be best) of the various states, nuances and understandings needed to wield this tool well, (e.g. so I don't waste time forgetting to call .ReplayAll() and also so I know why I have to use replay).
The online documentation that I've seen seems to jump right into it. Am I missing a major piece of documentation, or must I skim online blogs and such, or buy a book to get the kind of high level conceptual intro that I'm asking for?
Not sure if this is what you're looking for, but this is the documentation for Rhino Mocks that I can never find when I need it:
http://ayende.com/wiki/Rhino+Mocks+3.5.ashx
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I am wondering if there is an open source scientific library for chemistry and/or physics
for C++ (or maybe C)?
I am NOT looking for simulation models, visualization, 3-d modeling.
I am just looking for a basic toolbox that would have, for example: various constants such as Ideal Gas Constant, Avogadro constant, periodic table of the elements values; molecular weight calculation; maybe basic functions implementing equations for stoichiometry, gas laws, thermal dynamics, kinetics.
Chemistry/Physics 101 kind of stuff.
I have found on SourceForge:
Christoph Steinbeck's The Chemical Development Kit (Java) on SourceForge.
NIST-const
I would take a look at the GNU Scientific Library:
http://www.gnu.org/software/gsl/
It should have most of the physical constants you're looking for. As far as the chemistry related stuff, I don't know of any basic packages that do all of those calculations right out of the box.
Update:
I forgot about another project that would have all of the periodic table stuff (and probably more):
http://openbabel.org
specifically check out:
http://openbabel.org/api/2.2.0/classOpenBabel_1_1OBElementTable.shtml#_details
Since you excluded simulations, PyQuante probably isn't what you're looking for, but you might find kinpy and thermopy interesting.
I really like this book for it:
http://www.amazon.com/Physics-Game-Programmers-Grant-Palmer/dp/159059472X
I has the physics formulas in there and the source code is available online:
http://apress.com/book/view/159059472X
I haven't seen much in the way of chemistry. Physics is more popular because it has direct affect on gaming, of course. :-)
Update: a few on chemistry:
http://www.iupac.org/inchi/
http://code.google.com/p/simsoup/
http://gchemutils.nongnu.org/
http://www.simsoup.info/SimSoup/Design/Chemistry_Subsystem.html
Kalzium, part of the KDE tools. Periodic table plus (based on the screenshots) an equation solver and more.
In High Energy Physics, two common c++ libraries/frameworks are CLHEP and ROOT. Both of these contain units and physical constants - see e.g. CLHEP Units. CLHEP also contains a lot of libraries for linear algebra, while ROOT has a lot of tools for data analysis.
Probably not entirely what you are looking for, but may be useful to someone