K. S. Ernest (iFire) Lee

Results 1359 comments of K. S. Ernest (iFire) Lee

In Godot Engine Basis is 3x3 matrix representing a rotation and a scale. A transform is a rotation, scale and origin. I believe you only use LimitingAxes as a rotation....

I've used these concepts: There's a godot engine bone which is replicated in a Chain (similiar to skeleton) and a ChainItem (similiar to bone). I want to make a ChainItem...

See https://huggingface.co/vonjack/Hermes-2-Pro-BakLLaVA-Mistral-7B

Thanks! Happy holidays. I am still sleeping on how to do chunking as an autocomplete. Because I don’t have 10x the gpu ram

I think it needs the concept of mesh to mesh and the idea you can localize the input

The problem being solved is I have a 70,000 triangle mesh and I can't process all of it at once. We can process only like 10% of that. Like the...

Here's a rewording of the problem. **Problem Context** The problem at hand involves processing a large triangle mesh with limited GPU RAM. This can be challenging as the size of...

Hi Marcus, You're correct in your understanding of the problem. Due to the size of the triangle mesh, we can only process about 10% of it at a time, such...

I am trying a different approach. > I added a commit that uses KDTree from the scipy.spatial module to improve the efficiency of nearest neighbor search in the MeshDataset class....

![image](https://github.com/lucidrains/meshgpt-pytorch/assets/32321/3a11f2a1-006c-43a7-9259-72bd8fd8663d) Here's what my current augments do.