里面包含用YOLOv3在usa数据集上的检测结果,对应的csdn为https://blog.csdn.net/qq_33614902/article/details/82622561
2024/6/27 9:27:21 1.07MB YOLOv3 行人检测 caltech
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文本编辑器打开md文件,内部有Office+Caltech、Office-31、Office-Home、Caltech101、SUN09、COIL20、PIE等多个数据集的百度云下载地址
2024/4/21 18:11:39 11KB datase
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2000年那篇经典论文可搜索加密实现,具体实验方案可以参考D.Song等人的PracticalTechniquesforSearchesonEncryptedData
2024/3/7 22:17:08 18KB 密码学 可搜索加密 代码实现
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适用于黑苹果的touchpad驱动,支持ELAN,FocalTech和Synaptics的触控板
2024/1/31 7:55:26 295KB Apple
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ABSTRACTWiththedevelopmentofnetwork-enabledsensorsandarticialintelligencealgorithms,varioushuman-centeredsmartsystemsareproposedtoprovideserviceswithhigherquality,suchassmarthealthcare,affectiveinteraction,andautonomousdriving.Consideringcognitivecomputingisanindispensabletechnologytodevelopthesesmartsystems,thispaperproposeshuman-centeredcomputingassistedbycognitivecomputingandcloudcomputing.First,weprovideacomprehensiveinvestigationofcognitivecomputing,includingitsevolutionfromknowledgediscovery,cognitivescience,andbigdata.Then,thesystemarchitectureofcognitivecomputingisproposed,whichconsistsofthreecriticaltechnologies,i.e.,networking(e.g.,InternetofThings),analytics(e.g.,reinforcementlearninganddeeplearning),andcloudcomputing.Finally,itdescribestherepresentativeapplicationsofhuman-centeredcognitivecomputing,includingrobottechnology,emotionalcommunicationsystem,andmedicalcognitivesystem.
2023/11/13 23:47:33 4.09MB 認知運算
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完全MATLAB代码,包涵大量注释,多个子程序方便其他算法的替换,基于DSIFT+BOW+SVM的物体分类算法,只要下载caltech101,压缩包里附带下载网址,不用其他配置,方便学习。
2023/11/7 8:09:44 27.81MB DSIFT BOW SVM MATLAB
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国外的基于matalb的双目视觉标定的程序,http://www.vision.caltech.edu/bouguetj/calib_doc/
2023/7/8 6:45:57 4.73MB 双目视觉
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这是一篇来自science杂志的论文,极其典型!介绍了测地距离在流行降维中的使用。
Scientistsworkingwithlargevolumesofhigh-dimensionaldata,suchasglobalclimatepatterns,stellarspectra,orhumangenedistributions,regularlyconfronttheproblemofdimensionalityreduction:Þndingmeaningfullow-dimensionalstructureshiddenintheirhigh-dimensionalobservations.Thehumanbrainconfrontsthesameproblemineverydayperception,extractingfromitshigh-dimensionalsensoryinputsÑ30,000auditorynerveÞbersor106opticnerveÞbersÑamanageablysmallnumberofperceptuallyrelevantfeatures.Herewedescribeanapproachtosolvingdimensionalityreductionproblemsthatuseseasilymeasuredlocalmetricinformationtolearntheunderlyingglobalgeometryofadataset.Unlikeclassicaltechniquessuchasprincipalcomponentanalysis(PCA)andmultidimensionalscaling(MDS),ourapproachiscapableofdiscoveringthenonlineardegreesoffreedomthatunderliecomplexnaturalobservations,suchashumanhandwritingorimagesofafaceunderdifferentviewingconditions.Incontrasttopreviousalgorithmsfornonlineardimensionalityreduction,oursefÞcientlycomputesagloballyoptimalsolution,and,foranimportantclassofdatamanifolds,isguaranteedtoconvergeasymptoticallytothetruestructure.
2023/5/7 14:11:41 689KB 测地距离 科学 论文
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CruiseYoung提供的带有详细书签的电子书籍目录http://blog.csdn.net/fksec/article/details/7888251该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第2部分游戏编程精粹8基本信息中文名:游戏编程精粹8原名:GameProgrammingGems8作者:AdamLake图书分类:软件资源格式:PDF版本:插图版出版社:CourseTechnology书号:1584507020发行时间:2010年03月01日地区:美国语言:英文内容简介本书为《GameProgrammingGems》系列的第八卷。
在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee,PlayStation3,以及DirectX11计算着色器。
此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id,BizarreCreations,Nexon,以及Intel'sAdvancedVisualComputinggroup,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高质量视觉效果的真知灼见。
目录Face-15Contents-12Preface-6Contributors-1Section1Graphics1Introduction11.1FastFontRenderingwithInstancing31.2PrinciplesandPracticeofScreenSpaceAmbientOcclusion121.3Multi-ResolutionDeferredShading321.4ViewFrustumCullingofCatmull-ClarkPatchesinDirectX11391.5AmbientOcclusionUsingDirectXComputeShader501.6Eye-ViewPixelAnti-AliasingforIrregularShadowMapping741.7OverlappedExecutiononProgrammableGraphicsHardware901.8TechniquesforEffectiveVertexandFragmentShadingontheSPUs101Section2PhysicsandAnimation119Introduction1192.1AVersatileandInteractiveAnatomicalHumanFaceModel1212.2CurvedPathsforSeamlessCharacterAnimation1322.3Non-Iterative,Closed-Form,InverseKinematicChainSolver(NCFIK)1412.4ParticleSwarmOptimizationforGameProgramming1522.5ImprovedNumericalIntegrationwithAnalyticalTechniques1682.6WhataDrag:ModelingRealisticThree-DimensionalAirandFluidResistance1832.7ApplicationofQuasi-FluidDynamicsforArbitraryClosedMeshes1942.8ApproximateConvexDecompositionforReal-TimeCollisionDetection202Section3AI211Introduction2113.1AILevelofDetailforReallyLargeWorlds2133.2APattern-BasedApproachtoModularAIforGames2323.3AutomatedNavigationMeshGenerationUsingAdvancedGrowth-BasedTechniques2443.4APracticalSpatialArchitectureforAnimaland
2023/3/19 14:27:49 79.5MB 游戏编程精粹 Game Programming Gems
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Thiswholebookaimstobringideasandalgorithmstogether.Iamconvincedthattheymustbetaughtandlearnedinthesamecourse.Thealgorithmclarifiestheidea.Theoldmethod,separationofresponsibilities,nolongerworks:NotperfectMathematicscoursesteachanalyticaltechniquesEngineeringcoursesworkonrealproblemsEvenwithincomputationalsciencethereisaseparationwedon'tneed:NotefficientMathematicscoursesanalyzenumericalalgorithmsEngineeringandcomputerscienceimplementthesoftwareIbelieveitistimetoteachandlearntherealityofcomputationalscienceandengineering.Ihopethisbookhelpstomovethatbeautifulsubjectforward.Thankyouforreadingit.
2023/3/16 3:09:03 10.41MB 计算科学
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡