dylan

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dylan

dylan

@dylan_ebert_

devrel @AdaptiveML, ex @huggingface, PhD Brown, aka IndividualKex

Boston, MA Katılım Mayıs 2018
257 Takip Edilen9.9K Takipçiler
dylan
dylan@dylan_ebert_·
1. take a model and prompt e.g. "name this color: #D02027" 2. generate multiple outputs 3. score outputs 4. calculate group average 5. encourage outputs that beat the average full version with interactive visualizations: adaptive-ml.com/post/grpo-simp…
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dylan
dylan@dylan_ebert_·
GRPO is actually pretty simple (most explanations overcomplicate it):
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dylan retweetledi
Cheng Lou
Cheng Lou@_chenglou·
My dear front-end developers (and anyone who’s interested in the future of interfaces): I have crawled through depths of hell to bring you, for the foreseeable years, one of the more important foundational pieces of UI engineering (if not in implementation then certainly at least in concept): Fast, accurate and comprehensive userland text measurement algorithm in pure TypeScript, usable for laying out entire web pages without CSS, bypassing DOM measurements and reflow
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dylan
dylan@dylan_ebert_·
I created an RL Glossary. Free, open source, puts everything in one place, made accessible, for training your own specialized LLM dev.adaptive-ml.com
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dylan
dylan@dylan_ebert_·
Introducing Texel Splatting: Perspective-Stable 3D Pixel Art open source paper+code Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera Texel splatting solves this for perspective cameras: first,
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jester
jester@jestermolecule·
@dylan_ebert_ cool stuff bro! are you open to donations via github? would love to support this bro
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dylan
dylan@dylan_ebert_·
during movement, the fixed origin is snapped to a world-space grid to make transitions smoother, blend from the previous cubemap with ordered dithering the webgpu demo achieves 240fps on an RTX 4090, 40 fps on an iPhone 15 try it: dylanebert.com/texel-splattin…
dylan tweet media
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dylan
dylan@dylan_ebert_·
the scene is rendered from fixed-origin cubemaps. then, each cubemap texel is splatted to a world-space quad each quad is expanded to fill disocclusion gaps
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dylan
dylan@dylan_ebert_·
@SkilZofSkilZent i think it would be very bad out-of-the-box, but i'm using a custom webgpu engine and it's 240 fps with thousands of objects
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SkilZ
SkilZ@SkilZofSkilZent·
@dylan_ebert_ Interesting. How does it fare in performance? I assume rendering 13 real-time cameras isn't friendly for lower-end hardware
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dylan
dylan@dylan_ebert_·
Introducing Texel Splatting a technique for "true" 3D pixel art
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dylan
dylan@dylan_ebert_·
@emulaation the open problem of: 1. have the probe positioned so it can see everything 2. move the probe as infrequently as possible
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emulaation
emulaation@emulaation·
@dylan_ebert_ Is there a solution to disocclusion? How it be mitigated besides changing the scene/view angle
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dylan
dylan@dylan_ebert_·
speculative decoding explained in 53 seconds
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dylan
dylan@dylan_ebert_·
my favorite visual explainer I've made so far: SPECULATIVE DECODING 2-3x speedup on inference. but how? 1. draft quickly with a small model 2. accept/reject in parallel with a large model full step-by-step explanation with ✨3D Animations ✨adaptive-ml.com/post/speculati…
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dylan
dylan@dylan_ebert_·
Attention Explained in 59 seconds
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