Visualization of weights["h1"]
https://github.com/dalek7/DNN/blob/master/tensorflow/autoencoder/
2017년 4월 6일 목요일
2017년 4월 4일 화요일
2017년 3월 11일 토요일
2017년 3월 2일 목요일
Clustering by fast search and find of density peaks
Clustering by fast search and find of density peaks
by Alex Rodriguez, Alessandro Laio
http://comments.sciencemag.org/content/10.1126/science.1242072
http://conference.mipt.ru/img/conference/material-design-2014/talks/Laio-talk.pdf
by Alex Rodriguez, Alessandro Laio
http://comments.sciencemag.org/content/10.1126/science.1242072
http://conference.mipt.ru/img/conference/material-design-2014/talks/Laio-talk.pdf
2017년 2월 26일 일요일
thermal referral
When warm thermal stimulators are placed on the ring and index fingers of one hand, and a neutral-temperature stimulator on the middle finger, all three fingers feel warm. This illusion is known as thermal referral (TR).
See http://www.nature.com/articles/srep35286
Cataldo, Antonio, et al. "Thermal referral: evidence for a thermoceptive uniformity illusion without touch." Scientific reports 6 (2016).
See http://www.nature.com/articles/srep35286
Cataldo, Antonio, et al. "Thermal referral: evidence for a thermoceptive uniformity illusion without touch." Scientific reports 6 (2016).
2017년 2월 14일 화요일
Closed Form Solution of Absolute Orientation using Unit Quaternions
Horn, Berthold KP. "Closed-form solution of absolute orientation using unit quaternions." JOSA A 4.4 (1987): 629-642.
http://people.csail.mit.edu/bkph/papers/Absolute_Orientation.pdf
See Sim3Solver of ORB-SLAM2 project.
http://people.csail.mit.edu/bkph/papers/Absolute_Orientation.pdf
See Sim3Solver of ORB-SLAM2 project.
2017년 1월 14일 토요일
2016년 12월 24일 토요일
2016년 12월 17일 토요일
2016년 12월 3일 토요일
2016년 11월 26일 토요일
Curve Fitting via Optimization in Android Platform
based on levmar (Levenberg-Marquardt nonlinear least squares algorithms)
https://github.com/dalek7/Algorithms/tree/master/Optimization/LevmarAndroid
https://github.com/dalek7/Algorithms/tree/master/Optimization/LevmarAndroid
2016년 11월 4일 금요일
AxisAngle to Quaternion
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
where:
the axis is normalised so: ax*ax + ay*ay + az*az = 1
the quaternion is also normalised so cos(angle/2)2 + ax*ax * sin(angle/2)2 + ay*ay * sin(angle/2)2+ az*az * sin(angle/2)2 = 1
// assumes axis is already normalised public void set(AxisAngle4d a1) { double s = Math.sin(a1.angle/2); x = a1.x * s; y = a1.y * s; z = a1.z * s; w = Math.cos(a1.angle/2); }
http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/
2016년 11월 3일 목요일
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