![]() ![]() Together with the simulation of event-based cameras, which operate at speeds greater than thousands of events per second, the simulator was capable of not only simulating this multimodal information, but also doing so all in real time - making it possible to train neural nets offline, but also test online on the car in augmented reality setups for safe evaluations. Finally, they projected all of that sensory information back into the frame of view of this new virtual vehicle, with the help of neural networks. To synthesize 3D lidar point clouds, the team used the data that the car collected, projected it into a 3D space coming from the lidar data, and then let a new virtual vehicle drive around locally from where that original vehicle was. Lidar sensor data is much harder to interpret in a data-driven world - you’re effectively trying to generate brand-new 3D point clouds with millions of points, only from sparse views of the world. ![]() With this paradigm shift, a key question has emerged: Can the richness and complexity of all of the sensors that autonomous vehicles need, such as lidar and event-based cameras that are more sparse, accurately be synthesized? The latter have immense photorealism, but the former can easily model virtual cameras and lidars. Recently, there’s been a shift away from more classic, human-designed simulation environments to those built up from real-world data. Logically, we can’t just crash into other cars just to teach a neural network how to not crash into other cars. Training AI models for autonomous vehicles involves hard-to-secure fodder of different varieties of edge cases and strange, dangerous scenarios, because most of our data (thankfully) is just run-of-the-mill, day-to-day driving. The team was able to scale the complexity of the interactive driving tasks for things like overtaking, following, and negotiating, including multiagent scenarios in highly photorealistic environments. “VISTA 2.0 demonstrates the ability to simulate sensor data far beyond 2D RGB cameras, but also extremely high dimensional 3D lidars with millions of points, irregularly timed event-based cameras, and even interactive and dynamic scenarios with other vehicles as well.” “This is a massive jump in capabilities of data-driven simulation for autonomous vehicles, as well as the increase of scale and ability to handle greater driving complexity,” says Alexander Amini, CSAIL PhD student and co-lead author on two new papers, together with fellow PhD student Tsun-Hsuan Wang. With much less data than previous models, the team was able to train autonomous vehicles that could be substantially more robust than those trained on large amounts of real-world data. While the initial iteration supported only single car lane-following with one camera sensor, achieving high-fidelity data-driven simulation required rethinking the foundations of how different sensors and behavioral interactions can be synthesized.Įnter VISTA 2.0: a data-driven system that can simulate complex sensor types and massively interactive scenarios and intersections at scale. VISTA 2.0 builds off of the team’s previous model, VISTA, and it’s fundamentally different from existing AV simulators since it’s data-driven - meaning it was built and photorealistically rendered from real-world data - thereby enabling direct transfer to reality. With this release, the research community will have access to a powerful new tool for accelerating the research and development of adaptive robust control for autonomous driving,” says MIT Professor and CSAIL Director Daniela Rus, senior author on a paper about the research. “Today, only companies have software like the type of simulation environments and capabilities of VISTA 2.0, and this software is proprietary. What’s more, all of the code is being open-sourced to the public. To that end, scientists from MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) created “VISTA 2.0,” a data-driven simulation engine where vehicles can learn to drive in the real world and recover from near-crash scenarios. Tesla, Waymo, and other self-driving companies all rely heavily on data to enable expensive and proprietary photorealistic simulators, since testing and gathering nuanced I-almost-crashed data usually isn’t the most easy or desirable to recreate. Hyper-realistic virtual worlds have been heralded as the best driving schools for autonomous vehicles (AVs), since they’ve proven fruitful test beds for safely trying out dangerous driving scenarios. ![]()
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![]() ![]() The built-in rechargeable battery of the Slim Folio Pro offers an impressive battery life of up to three months on a single charge, based on average usage. This helps to protect the screen and ensures that your device stays securely attached to the keyboard case during transit, giving you peace of mind when carrying it around. ![]() The Slim Folio Pro features a secure magnetic closure that keeps your iPad Pro tightly in place when not in use. The Slim Folio Pro offers reliable protection for your iPad Pro without adding unnecessary bulk or weight, ensuring that your device remains safe from scratches, bumps, and spills. This keyboard case is crafted from high-quality materials, striking a balance between durability and portability. Whether you need to control media playback, adjust brightness, or access other frequently used shortcuts, these keys make navigating your iPad Pro a breeze. Logitech has designed the Slim Folio Pro with a row of specialized shortcut keys, providing convenient access to a range of essential functions. The keyboard case also features a reliable wireless connection, ensuring that your typing experience remains uninterrupted. The Slim Folio Pro pairs effortlessly with your iPad Pro via Bluetooth, making it quick and easy to set up and start using. Whether you prefer a slightly inclined position for typing or a more upright angle for watching videos or making video calls, this keyboard case offers flexibility to suit your needs. With the adjustable stand built into the Slim Folio Pro, you can find the perfect viewing angle for your iPad Pro. The well-spaced, backlit keys offer a responsive and comfortable typing feel, allowing you to type with ease and accuracy even in low-light conditions or during late-night work sessions. The Logitech Slim Folio Pro features a laptop-style keyboard that provides an exceptional typing experience. With impressive features and a sleek design, the Logitech Slim Folio Pro stands out as one of the best keyboard cases available today. Combining style, functionality, and protection, this accessory is perfect for professionals, students, and anyone who wants to maximize their productivity on the go. The Logitech Slim Folio Pro is a premium keyboard case designed specifically for the iPad Pro. ![]() ![]() Grief and Loss Support, including pregnancy and infant loss support.We strive to communicate clearly and efficiently, respecting your preferences and choices. Maple Grove Hospital prides itself on its modern, healing environment, technology, and intelligent, patient-centered care. The Gift Shop is located on the first floor of Maple Grove Hospital, just to the left of the Welcome Desk.įor more ideas or information about product availability, call the Gift Shop at 76. Home Accents/Décor, including candles and framed art.Greeting Cards, Paper Products, Note Cards.Floral Arrangements/Green Plants (room delivery available).Here are just a few sections you can browse at The Gift Shop at Maple Grove Hospital: Check out our ever-changing selection of new and trendy gift ideas for someone recovering in the hospital…or a fun purchase for yourself or friend. Maple Grove Hospital offers a traditional hospital gift shop – but not the traditional product assortment associated with the hospital gift shops of past. With stone walls and floor-to-ceiling windows overlooking an outdoor patio and natural wooded surroundings, the Four Seasons Café is a perfect place to dine.ĭelicious menu items include home-baked breakfast pastries, sandwiches, soups, salads, vegetarian selections, hearty hot entrees and desserts.ĭine-in and room service available 6:30 a.m. ![]() The Four Seasons Café is located on the hospital’s garden level. Help us continue to provide not only the extraordinary care you've come to expect, but also the extra kindnesses, therapies and services that complement the healing of hearts, minds and bodies.Ī regional leader in robotic surgery, we offer minimally invasive General and GYN robotic surgeries, and are known for our women’s health robotic surgery services. With more deliveries than any other hospital in the state, we are honored to offer a nurturing team and calming environment to welcome your baby. We promise to provide care that puts you in the driver’s seat, guided by experienced professionals and the right information-all in a welcoming, healing environment. Together, we are ready to deliver the best healthcare, the way it ought to be practiced. We’re honored to welcome you to our facility. ![]() ![]() ![]()
![]() ![]() ![]() Images within this article are from CG trailer, not actual gameplay.įor over a decade, after Alan Wake, in between every project we have made, I have eagerly worked on Alan Wake 2 with a small core team, dreaming up different incarnations of the concept. And it’s also the reason, for its themes of an artist’s process, that Alan Wake has always meant the world to me. But looking back now, it’s clear that it had to be a hard journey, because if anything, Alan Wake is about the struggle to create a work of art. We didn’t know that it was going to be a hard journey for us at Remedy as well. Alan Wake is about the laws of drama, and we knew that for the story to continue, for Alan Wake to survive, it would have to be a hard journey for him. When we, at the end of the game, left Alan Wake off in the supernatural nightmare dimension of the Dark Place, it felt like a fitting end to our horror story, but also like a cool cliffhanger of things to come. But so, with Alan Wake, we were thinking about a sequel early on. ![]() With Max Payne, it all worked out great in the end, even if the first story wasn’t planned with a follow-up in mind. It was a lesson learned from Max Payne, our breakout hit game, where the idea of a sequel never crossed our minds before the game was out. Alan Wake was the first Remedy Entertainment game where we were planning on a sequel already when working on the first game. ![]() ![]() ![]() Although this has now been fixed, the cost is that the menu no longer shows the charge level of either device when it’s being recharged. This appears new in 12.0.1, and sometimes mitigates the Flying Pointer bug above.īig Sur had an annoyingly persistent bug in which the Bluetooth menu bar item had to be opened twice in succession to get the current levels of charge in trackpad and keyboard (again, Apple’s, not third-parties’). Despite that, I often have to tap quite hard to elicit a response. Although these have improved to the level of occasional irritants, I can’t understand how Apple’s own devices can’t be used without these bugs getting in the way.Īs I use a trackpad as my input device, I set its Click (in the Trackpad pane, Point & Click tab) to Light. These appear to be part of long-standing problems with Apple’s wireless trackpads and keyboards, which can also occasionally result in the doubling of letters and other glitches. This can be coupled with the following bug, which mitigates it, as one of the double-taps isn’t detected at all. For instance, when I double-tapped a word in a document, the pointer flew up to another part of that window, usually expanding the window to the whole display area, just as if I’d actually double-tapped the title bar instead of the word.Īt first, I thought that Monterey had fixed this irritating bug, but it persists in a slightly less annoying form, in which the pointer still flies away before the first click ‘lands’, but not into the title bar. While I welcome your proposals, please be careful to outline how each bug can be reproduced, so that we can enjoy them for ourselves.īig Sur and earlier versions of macOS sometimes did strange things with routing taps from my Apple trackpad. This is by no means complete, and I’m sure you’ll each know of many that haven’t yet irritated me. ![]() ![]() This brief survey lists some of those which have been niggling me since the release of macOS 12.0.1, with links to the more serious problems at the end. While plenty have already been fixed, there are still many to go. Monterey is a chance for Apple’s engineers to catch up with the backlog of bugs which have marred Big Sur and its predecessors. ![]() ![]() ![]() Depending on the issue, you'll see an option to message us, call us, use the PayPal chatbot, or ask the community.Ĭalls are answered every day from 8AM – 8PM CST. Website: PayPal Website PayPal Customer Service Hours. Customer Service Directory > PayPal Customer Service PayPal Customer Service Phone Number Phone Number: 1 (888) 221-1161.
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Were not certain about details yet, but The Rumpus has considered hosting online workshops. ![]() ![]() Content: While humor/satire is grounded in truth, we do not accept personal essays/anecdotes. Length: The ideal piece is finished and polished, revised 3-100x, and between 650 and 1,000 words. Subscribe to the Rumpus Poetry Book Clubs, and Letters in the Mail from authors. Writers: contribute to The Rumpus by submitting your writing (check our Writer’s Guidelines) to keep our pages filled with goodness. Then immediately follow me on Twitter or Instagram. We strive to be a platform for marginalized voices and writing that might not find a home elsewhere. We believe that literature builds community-and if reading The Rumpus makes you feel more connected, please show your support! Get your Rumpus merch in our online store. The Rumpus is a place where people come to be themselves through their writing, to tell their stories or speak their minds in the most artful and authentic way they know how. We lift up new voices alongside those of more established writers readers already know and love. Our mostly volunteer-run magazine strives to be a platform for risk-taking voices and writing that might not find a home elsewhere. Founded in 2009, The Rumpus is one of the longest running independent online literary and culture magazines. ![]() ![]() ![]() On the Japanese logo, the Juliet Skull symbol is styled like a skull-and-crossbones design (but with two lollipops instead of bones) and has a pink heart in one of its eye sockets. The English version of the game has a "tough", "hardcore" logo, as opposed to the "happy", colorful, and cheerful logo used in the Japanese version. only handling the publishing rights outside of Japan. Interactive logo is not present in the Japanese version, due to Warner Bros. The Xbox 360 version contains the file " UICollectionLevel_AchievePS3.xxx", which is the achievement/trophy list for the PlayStation 3 version.The Platinum Trophy icon is left within the Xbox 360 version, and goes unused in said version.Īnd to think we have to electrocute the poor girl ten times, and make the camera look up her skirt, in order to get this trophy.These indicate that Juliet was, at one point in development, going to consume various types of candy in order to regain health. TX_UI_UsingItem_Image_v01, found within AshGame.xxx, contains the lollipop illustration seen in the health item window, but it also seems to contain an illustration of a chocolate bar, and a cookie with star-shaped chocolate chips.This is used in the Japanese-only "Kira-Kira" version, in which it replaced the decapitated zombie head in the game's intro. Inside ACT_00_01A_Battle_beginning.xxx, there is a model of a football with a zombie face printed on it.It is possible that this was merely a placeholder, however. The final boss, Killabilly, is referred to as "Evils" in its files.Bosses four and five, Josey James and Lewis Legend, seem to have originally been spelled as "Josie" and "Louis" according to their files.The reason the developers changed it to "Nick" is most likely because the resemblance would've been incredibly obvious had his name be Romeo. " TX_CH_Main_Romeo_face_S", " TX_CH_Main_RomeoPerfect_Hand_D_Cine", " SK_CH_Main_RomeoHead") Which makes sense, seeing as how he and Juliet's relationship slightly mirrors the Shakespeare play Romeo and Juliet (although, unlike said play, the characters get a happy ending.that is, if you get the good ending and not the bad ending). Nick, Juliet's boyfriend who ends up as the aforementioned talking head (it's a long story) was originally named "Romeo".Rosalind, Juliet's mentally-unstable younger sister, was originally spelled "Rozalind", according to her files.A few of her files also refer to her as "Nicholas", like the model for Rosalind's fake bus that Nico-er, Mariska made as an illusion, which is called " SK_Prop_nicholasBus01_Cine". Examples: " TX_CH_Boss_Nicola_Cloth_D", " TX_CH_Boss_Nicola_Cloth_M", " TX_CH_Boss_Nicola_Hair_D", etc. The third boss, Mariska the Psychadelic Zombie, is named "Nicola" in her files, implying that this was her original name before the developers changed it to Mariska.LS_FOR_TGS_01.bik and LS_FOR_TGS_02.bik are the same as the "GC" ones, but with Japanese text, since these were for the TGS (Tokyo Game Show) build. ![]() |
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