Market holidays and trading hours provided by Copp Clark Limited. All content of the Dow Jones branded indices Copyright S&P Dow Jones Indices LLC and/or its affiliates. Standard & Poor’s and S&P are registered trademarks of Standard & Poor’s Financial Services LLC and Dow Jones is a registered trademark of Dow Jones Trademark Holdings LLC. Dow Jones: The Dow Jones branded indices are proprietary to and are calculated, distributed and marketed by DJI Opco, a subsidiary of S&P Dow Jones Indices LLC and have been licensed for use to S&P Opco, LLC and CNN. Chicago Mercantile: Certain market data is the property of Chicago Mercantile Exchange Inc. US market indices are shown in real time, except for the S&P 500 which is refreshed every two minutes. Your CNN account Log in to your CNN account Stability filed a motion earlier this month to dismiss the suit.ĬNN’s Rachel Metz contributed to this report. Getty said Stability AI copied and processed millions of its images without obtaining the proper licensing. In January, Getty Images sued Stability AI, the company behind popular AI art tool Stable Diffusion, alleging the tech company committed copyright infringement. Adobe has called the tool one of its most successful beta launches ever, with more than 70 million images created in the first month.īy relying on its own image collection and media available for public use, Adobe may be able to avoid the backlash that some other AI image generator tools have faced for using a vast trove of online content as training. It was trained on Adobe’s own collection of stock images, as well as publicly available assets. Want an object in your image to stand out or pop Here's how you can easily replace the color of objects in an image Try it in the app Discover relevant tools, help articles, and tutorials on replacing the color of objects in your images right within the Photoshop app and improve your creative workflows. “Over the last few months, we have integrated this exciting new technology into Photoshop in a major step toward a more natural, intuitive, and fun way to work.”įirefly was launched in March at the Adobe Summit as a web-only beta. “ow that we are entering a new era of AI, the advent of generative models presents a new opportunity to take our imaging capabilities to another level,” Pam Clark, vice president of Photoshop product management and product strategy, wrote in a blog post. The company plans to roll the product out to all Photoshop customers by the end of the year.Īdobe’s move comes after a recent crop of AI tools have launched that can generate compelling written work and images in response to user prompts, with the potential to change how people work, create and communicate with each other. It’s currently available in a new Photoshop beta app. It can also match the lighting and style of the existing images automatically, the company said. The tool, called Firefly, allows users to add or delete elements from images with just a text prompt, according to Adobe. Photoshop is about to look a little different.Īdobe on Tuesday said it’s incorporating an AI-powered image generator into Photoshop, with the goal of “dramatically accelerating” how users edit their photos.
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He always dressed in a professional suit and tie, adding the pure white coat that acted as the S3 Squad uniform during operations.ĭuring his youth, Arima had dark blue hair and was much shorter in height. He always wore a pair of thin-framed glasses and a calm apathetic expression. Conspiring with Eto Yoshimura, he gained the ownership rights of Ken Kaneki after the Owl Suppression Operation and mentored him in preparation to bestow the title to him after his death.Īrima was a tall, well-built man with snow white hair and gray eyes. However, beneath the surface, Arima was sided with ghouls as the mysterious One-Eyed King (隻眼の王, Sekigan no Ō). His lethal battle prowess earned him many names, including the White Reaper (白い死神, Shiroi Shinigami), among others. He garnered an impressive list of achievements during his eighteen years as an investigator, from leading the prestigious S3 Squad to single-handedly turning the tides of large operations. In the prequel spin-off Tokyo Ghoul: Jack, he is featured alongside Taishi Fura as a teen. He was a prominent figure within the organization and was widely regarded as a genius. Kishou Arima (有馬 貴将, Arima Kishō) was a Special Class Ghoul Investigator famously known as the CCG's Reaper (CCGの死神, Shīshījī no Shinigami). able to leave something behind." - Kishou Arima, Tokyo Ghoul:re Chapter 83 I hated myself, who only ever stole from others. Christopher Wehkamp ( :re (anime)) Image Gallery In a July 10 statement, Democratic Mayor Tim Keller intoned, “Every single life is valuable and the loss of any one is devastating to the family and the community. “I know many people in our community are hurting right now and appreciate everyone’s patience while the incident is thoroughly investigated,” said APD Chief Harold Medina. 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Para drops, amphibious landings, naval bombardments, saturation bombing and photo-recon planes are among other new features that enrich without slowing pace, compromising accessibility, or overwhelming one of the sharpest AIs in the business. Timing is everything when it comes to relocating your REMFs and supply caches, as on the turn following the move, the disturbed guerre greasers are too disorganised to function. The latter fund/enable all those special combat and engineering initiatives mentioned earlier, and, because of limited range must be shifted at regular intervals to keep pace with advances. The former push supplies into backwaters far from roads and railways and are an important element in many scenarios. Other sage additions to the tried and tested UoC formula include hand-placeable/sizeable supply dumps and footloose on-screen HQ units. If rolling into hexes occupied by disordered skedaddlers didn't also slow movement, you'd do it every chance you got. Not always possible, straggler round-ups sometimes furnish intel about enemies hidden by FoW in addition to depriving your opponent of potential reinforcements. Because units now shed AI-controlled 'stragglers' when savaged, and these sorry remnants (represented by light blue man-shaped icons in the image above) try to make their way back to the supply dumps and HQs which eventually feed them back into the fray as replacements, it generally pays to apprehend after you've annihilated. One new distraction from the encircling is mopping-up. Aware that units cut off from supply quickly wither, you're constantly looking for opportunities to turn enemy-stuffed salients into enemy-stuffed pockets. UoC was a veritable Artful Dodger when it came to pocketing and the follow-up is no different. All these choices make for much more interesting and replayable ops. Replenished at the end of every turn, CPs may also be frittered away on entrenching, motorising, reorganising, reinforcing and manually supplying units, and building, demolishing and repairing bridges. Selected with a roll of the mousewheel, these variations offer low-risk, low-gain alternatives to conventional attacks, and alter the way your units react to attacks. Units within range of their parent HQ can, assuming that HQ is suitably upgraded (you customise your brassy base units at intervals in the campaign) and still has Command Points in the bank, execute fancy attacks like feints, set-piece assaults, and contested river crossings, and prepare for special defensive roles like rearguarding, forlorn hopes, and sly counter-attacks. In the sequel things are a bit more involved and a lot more colourful. There was a dash of bomber tasking, bridge building, and unit reinforcing/customising, but UoC was, at root, a pared-down game of thoughtful manoeuvre and careful Schwerpunkting. Turns in the minimalist 2011 original - pictured above - were dominated by two questions: “Where should I move this unit?” and “What, if any, foe should it attack?”. Transfer to Tunisia (UoC2's basically linear campaign starts in North Africa, and travels to Normandy and the Low Countries, via Italy and the South of France) straight from the Eastern Front, and, once you've admired the bust-free, Fog-of-War shrouded, fully rotatable 3D maps, what's likely to strike you most forcibly is the way 2x2 have broadened and enriched decision-making. Logical basics, decent tooltips, and top-notch presentation provide it with the smooth edges necessary to snare genre-curious outsiders. Innovative treatments of things like supply and HQs (In it's own way, UoC2 is just as bold, just as 'New Wave', as Radio Commander, Rebel Inc and Afghanistan 11) together with unusually accomplished AI, give UoC2 the novelty, plausibility, and tough adversaries it needs to win-over even the most jaded grogs. The unmissable Unity of Command 2 recognises this with a set of mechanisms that are masterpieces of abstraction, and in doing so, breathes new life into operations ludologised countless times before.Īlthough 2x2's second hex-clad, IGOUGO WW2 offering can trace its origins all the way back to Panzer General, unlike the clutch of modern PG descendants, it's a game silver-templed strategists like myself can play without risk of déjà vu. While an antique army could fragment at will and locust everything it needed from the countryside it passed through, its 1939-45 equivalent was an essentially indivisible organism, a tangle of dangerous tentacles emanating from a cumbersome organ-clump of vital support staff, equipment, and stores. The awesome destructive might and continent-shrinking mobility of a WW2 army came with strings. For 1D and 2D grids and blocks, the unused dimensions should be set to 1 for clarity. Each such parameter is of type dim3, which is a C struct with three unsigned integer fields: x, y, and z. The second ECP specifies the dimensions of each block in number of threads. the mentioned example above, are doing more or less the same thing when dispatching the kernel.Īny help is appreciated, thanks in advance. The first ECP specifies the dimensions of the grid in number of blocks. I do not find any error, as other code, e.g. If I add cudaDeviceSynchronize(), an error 700 is thrown with illegal memory access when I try to print out the result in Python. No values are copied towards the output, but CUDA does not throw an error (Error Code 0 is printed) and I get all “Hello from CUDA If” printouts. To review, open the file in an editor that reveals hidden Unicode characters. The matrix has the same shape, dtype and is on the same CUDA device, but it is just zero. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. The entire project and the setup.py install output are available here in this Github Gist.Īs described above, if I remove cudaDeviceSynchronize() from reduce_cuda(…) in reduce_cuda_kernel.cu I get in Python the zero matrix created with auto output = torch::zeros_like(matrix) Īs a result from the kernel call. 98 Linear address calculation for threads and submatrices. The kernel code is the following, it copies the data from a const 3d input matrix into a 3d output matrix: template Ĭonst torch::PackedTensorAccessor32 matrix,Ĭonst int y = blockIdx.y * blockDim.y threadIdx.y Ĭonst int x = blockIdx.x * blockDim.x threadIdx.x My issue is that in this simple example I either get the created zero matrix as a result in Python or, if after the kernel call cudaDeviceSynchronize() is added, an illegal memory access error (Code 700). You can prove this to yourself by switching to double arithmetic.Following the C /CUDA extension tutorial on the pytorch website and having a look at the linked source code I have created my own CUDA kernel which does not do something useful, but is done as a learning project. So small differences in the 5th or 6th decimal place may be attributable to order of operations differences when doing floating-point arithmetic. Your posted code will fail if GRID_SIZE and BLOCK_SIZE are different (for example, if GRID_SIZE were smaller than BLOCK_SIZE, cuda-memcheck will show illegal accesses, and if GRID_SIZE is larger than BLOCK_SIZE then this indexing error will result in blocks overwriting each other's values in the output array) because of this mixup between blockDim and gridDim.Īlso note that float operations typically only have around 5 decimal digits of precision. The gridDim variable gives the dimensions of the grid in terms of blocks - and this lines up exactly with how our results array is set up. Therefore the width of this array is given by gridDim.x (not blockDim). We want a simulated 2D index into an array that has width and height of GRID_SIZE consisting of one float quantity per point. The important change I made to your kernel code was in the output indexing: blocksum = aggregate If (result != (float)(GRID_SIZE*GRID_SIZE*BLOCK_SIZE*BLOCK_SIZE)) printf("mismatch, should be: %f, was: %f\n", (float)(GRID_SIZE*GRID_SIZE*BLOCK_SIZE*BLOCK_SIZE), result) For a 2D grid, the number of threads in X dimension is equal to block.x grid.x and in Y dimension equal to block.y grid.y. organize the computation into 2D blocks with TX threads in the x-direction. It means that the total number of threads in a dimension is equal to the product of grid size and block size in that dimension. CUDA uses the vector type dim3 for the dimension variables, gridDim and. Your calculations first so that each thread holds its resultĭx = fabs(s->conf - s->conf) ĭy = fabs(s->conf - s->conf) ĭz = fabs(s->conf - s->conf) įor (int i = 0 i < GRID_SIZE*GRID_SIZE i ) result = h_result Remember that grid size means the number of block in each dimension. Int j = blockDim.y*blockIdx.y threadIdx.y Int i = blockDim.x*blockIdx.x threadIdx.x Void add(frame* s, float L, float rc, float* blocksum) I'm not sure how to return the values of each block to the Host when using 2-dimensional grids. I'm trying to make a sum using the CUB reduction method. |