Is it not possible? I'm not that familiar with the topic. Doing some sort of averaging over a large corpus of separate texts could be interesting and probably would also have a lot of applications. Let's say that you are gathering feedback from a large group of people and want to summarize it in an anonymized way. I imagine you'd need embeddings with a somewhat large dimensionality though?
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kabla
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So the GUI in the gameplay images is 100% Midjourney?
Cool stuff. This will open up completely new ways for small / even one-man companies to build stuff with convincing graphics at least for MVPs. I imagine some lone coder with skills in gameplay mechanics, but none in graphics or a very small budget to spend on it, will get a lot of value from something like this.
Works very well for that! At least on high enough frequencies. Source: have done something similar.
Definitely going to play around with this. I'd love to see examples where you have a ton of at first non-usable energy spread out in the world, with some "hot spot" of energy in a corner with some setup allowing for evolving mechanisms. Seeing mechanisms form that are able to utilize the spread-out energy would be really fascinating.
We all have a bit of a different way of approaching the problem and our target market differs somewhat. You can use this technology for a lot of different things, not just the obvious use cases. We're still looking at a lot of applications, so the clearer product differentiation is something that will form as time goes by.
- Kai @ nlacoustics.com
Thanks for the feedback, good point. That must be plotly plotting the room modes. I don't really know how to make that not jam up the browser... I'll look into it.
Hmm, my testing has been a bit bad... It should take about 5-30 seconds, depending on your machine.
It uses a web worker to do the calculations, so it shouldn't hang until it starts plotting stuff.
What OS + browser are you using? I noticed that it doesn't work on Opera, for example. But on chrome it works decently even on my phone.
Most of the calculations are done client-side, the server-side calculations only take a few seconds.
Well, this is a shame.. Apparently the sample rate of the AudioContext (for some people 48 kHz) isn't definable (it should be 44.1 kHz here), which makes this a tough thing to fix. For me, it works in osx but not in windows 8 (bootcamp).
I found this: https://github.com/WebAudio/web-audio-api/issues/300
Apparently it's not implemented yet?
Great, thanks for this, I'll have to check those out when I'm at a computer with access.
It's some pretty messy Python code, so at the moment no :)
Really cool post! I wrote a blog post on calculating/simulating these patterns: http://blog.kaistale.com/?p=1295
It's great to stumble upon like-minded people on HN :-)
The algorithm calculates all possible specular reflections up to some order. I really don't think I can explain it any better than this paper: https://mediatech.aalto.fi/~samuli/publications/laine2009aa_...
I agree, the speeds you can achieve with JavaScript are astounding. They are far superior to Python, it's a shame JS doesn't have that well of a support for scientific calculations.