olzbuy.blogg.se

Optimizing plywood cut
Optimizing plywood cut












optimizing plywood cut optimizing plywood cut

Those of you who read the PDO Community Fusion 360 Q & A may have spotted BOM’s – Am I missing something? The original question triggering my foray into BOMs and Panel Cutting. I mean, I can run Stable Diffusion to create way more data than the 5-6GB or so model used to run it.Featuring the Fusion 360 BOM & Cutlist Optimizer … But at the same time, if this is used to create other kinds of geometry in the same class (e.g., a tree) by simply tweaking some parameters, then is it really data (de)compression at that point? So sure, this could imply lossy compression since the AI may never generate an exact copy of an original, ground truth model. With our neural level of detail representations, we achieve compression rates of 70–95% compared to classic source representations, while also improving quality over previous work, at interactive to real-time framerates with increasing distance at which the LoD technique is applied.If AI is in play here, then this tells me they're using it to reduce a complex model into just enough data that an AI can use and fill in the gaps as needed. Previously, this uniform cost lay outside practical ranges for scalable real-time graphics. With their good aggregation capabilities, they avoid both unnecessary sampling in pixels with simple content and excessive latency for complex pixels, containing, for example, vegetation or hair. We note that neural rendering techniques typically fulfill the goal of uniform convergence, uniform computation, and uniform storage across a wide range of visual complexity and scales. With our work, we expand the toolbox for compressed storage of high-detail geometry and appearances that seamlessly integrate with classic computer graphics algorithms. While GPUs have allowed for acceleration and efficiency improvements in many parts of rendering algorithms, their limited amount of onboard memory can limit practical rendering of complex scenes, making compact high-detail representations increasingly important.

optimizing plywood cut

Heck, conventional game engines are full of hacks for approximating those sorts things with a lot less accuracy than what they're proposing.The only place I'm seeing the 70-95% compression is in this pageĪnd taking the only section where the value is mentioned is in here, which talks about geometry.Ī versatile toolbox for real-time graphics ready to be unpackedOne of the oldest challenges and a holy grail of rendering is a method with constant rendering cost per pixel, regardless of the underlying scene complexity. You're much less likely to notice approximations there than in geometry. Bit_user said:No, this isn't about compressing geometry - it's for approximating lighting, reflection, refraction.














Optimizing plywood cut