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Right now `BlitPass::AddCopy` has a routine to copy data from a `Texture` to a `DeviceBuffer`, but it _also_ unnecessarily copies data to the host when doing so. What's worse is that we're actually re…
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### MediaPipe Solution (you are using)
image_segmenter
### Programming language
_No response_
### Are you willing to contribute it
None
### Describe the feature and the current behaviour/state
…
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Thanks for the exciting job. How to get the textured image in the paper teaser?
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Hi! I'm trying to create a headless version of this by replacing PyOpenGL with ModerlGL. I'm planning to use shaders to transfer the texture to the facial 3d model. However it's difficult since I'm ne…
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Adding a transfer_queue into VulkanoContext, which can be used to achieve better performance in upload image/texture data , or other exchanging data cases in a separated thread.
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### Bug description and reproduction steps
so im having a issue with the fabric version on my server, on the server side its fine no errors but when i try to enter the server i recive this error
"…
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Hello,
currently I am implementing the CycleGAN with the Resnet generator for a medical application, and it yields very good results!
However, what is the purpose of the U-Net generator in the code?…
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Currently, GPUImageAVCamera gets the base address of the texture and then uploads it to the GPU using glTexImage2D(). Since webcam frames might actually already be on the GPU for display onscreen, sho…
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For 3D applications, sometimes it's nice to encode two different maps in the same PNG - for example, a normal map in the color channel and a specular map in the alpha. Unfortunately the optimization o…
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I'm using decord (either cuda of not, depending on machine) to grab video frames that are later processed/displayed through openGL. In the present form, this implies (at least with cuda) GPU->CPU->mem…