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Hello, thanks for sharing your amazing work. I find myself hard to understand this part of the paper:
Due to GPU memory constraints, we train our model by randomly sampling 5 frames per video seque…
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One of the things that I miss from Sonar is a specific section of coverage on the new / modifies files.
This can be very helpful for the projects that have low code coverage to get the coverage gradu…
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Great game but it's getting faster too quickly. Couldn't this be made more gradual? It's almost impossible to go beyond 40 rows (in one-player mode).
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Support parsing and rendering of certain CSS styles in Aztec.
This'll have to be implemented gradually, so this issue servers the purpose of starting the discussion.
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To mitigate the many performance issues and the current inability to upgrade to the latest version of Specify, plans have been made to gradually move all servers to the new SCIENCE infrastructure.
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@mariopineda
i couldnt get the colors to change gradually so i gave up on the challenge so i could move on to the next assignment
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```
The XY mesh is very dense. Although it can be toggled on or off, there could be
a setting to gradually reduce the resolution.
```
Original issue reported on code.google.com by `harshad...@gmail.…
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```
The XY mesh is very dense. Although it can be toggled on or off, there could be
a setting to gradually reduce the resolution.
```
Original issue reported on code.google.com by `harshad...@gmail.…
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The training results of different epoch vary greatly and do not get better gradually. What is the reason
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HAR won't turn orange-red and return gradually on its normal shade when taking fire damage (Pyros' damage and the fireball in the pit)
gdeda updated
9 years ago