Darryl Barnhart

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Darryl Barnhart

Darryl Barnhart

@DarrylBarnhart

Software engineer with emphasis on machine learning, backend, GPU programming, real time computer graphics

San Francisco, California Katılım Mart 2011
214 Takip Edilen85 Takipçiler
Darryl Barnhart
Darryl Barnhart@DarrylBarnhart·
@wightmanr Reminds me a lot of the equalized learning rate ideas from Tero Kerras et al in the StyleGan lineage. Also by using std norm init, the variance scaling in optimizers like ADAM is better defined. The grad has the same expected var as the weights (one).
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Ross Wightman
Ross Wightman@wightmanr·
This paper is worth a read. Interesting tidbits on ResNets, EfficientNets, RegNets, (batch) normalization, augmentation, regularization, bottlenecks. `Characterizing signal propagation to close the performance gap in unnormalized ResNets` - arxiv.org/abs/2101.08692
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Google AI
Google AI@GoogleAI·
Check out Performer, a generalized attention framework based on the Transformer architecture, which implements the novel FAVOR+ algorithm to provide linearly scalable, low-variance and unbiased estimation of attention mechanisms. Read more at goo.gle/3mhiCu4
GIF
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Darryl Barnhart
Darryl Barnhart@DarrylBarnhart·
@SebAaltonen I'd be curious to trade notes on this, as I implemented something very similar about a year ago. Rust + vulkan using atlased mipmaps. I also had a raster pipeline to generate SDF tiles for real time streaming of analytic surfaces.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
It's just a single mip level big atlas containing pow2 tiles (cubes).
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Just started writing Vulkan mipmapped volume texture upload. Seems like "fun"... Plan: 1. Map a region in host visible buffer (capable of storing all mips). 2. Copy data in buffer. 3. Issue vkCmdCopyBufferToImage with N VkBufferImageCopy entities, each with a different offset.
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Alec Jacobson
Alec Jacobson@_AlecJacobson·
Purposefully overfit neural networks are an efficient surface representation for solid 3D shapes In arxiv.org/abs/2009.09808 with Thomas Davies, @DerekRenderling, we make a few observations:
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PyTorch
PyTorch@PyTorch·
v1.6: native mixed-precision support from NVIDIA (~2x perf improvement), distributed perf improvements, new profiling tool for memory consumption, Microsoft commits to developing and maintaining Windows PyTorch. Release Notes: github.com/pytorch/pytorc… Blog:pytorch.org/blog/pytorch-1…
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Darryl Barnhart
Darryl Barnhart@DarrylBarnhart·
@ProgrammerLin I've done something similar but with sparse textures and lods as well. Let's you do 65k render distance with similar performance numbers. But pretty complicated to implement! Your materials are way nicer too.
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John "Lin"
John "Lin"@ProgrammerLin·
Today we say bye to #rtx and begin trialing a new voxel engine: its own ray tracing backend, infinite world generation, up to 8K render distance, 4K world heights, full multiplayer support & zero-cost acceleration structure updates. 1080p ~80 fps 1spp GI here. #screenshotsaturday
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Darryl Barnhart
Darryl Barnhart@DarrylBarnhart·
@wightmanr We're using your repo to do finetuning with some of these models. Noticed that using the Adam optimizer instead of SGD+Momentum (default) yields a much higher test accuracy on our datasets (e.g. 95% vs 89%). Is this expected?
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holden karau
holden karau@holdenkarau·
I now have my physical green card in my possession :) No more carying a fedex envelope filled with immigration papers in my back pack for me.
holden karau tweet media
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Latent Space
Latent Space@LatentSpaceAI·
We're at #NeurIPS2019 — Come chat with us about scaling generative models for real-time, applied ML use cases (hint: a game! 👾👾👾) Reach out to @latentcodes and @iantbd who will be onsite!
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