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Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [ 1 ] Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
Armour of basalt blocks. In hydrology and geography, armor is the association of surface pebbles, rocks or boulders with stream beds or beaches.Most commonly hydrological armor occurs naturally; however, a man-made form is usually called riprap, when shorelines or stream banks are fortified for erosion protection with large boulders or sizable manufactured concrete objects.
A diagram showing how scour holes are formed. Bridge scour is the removal of sediment such as sand and gravel from around bridge abutments or piers. Hydrodynamic scour, caused by fast flowing water, can carve out scour holes, compromising the integrity of a structure.
Training is performed on Nvidia's Saturn V supercomputer. [ 14 ] [ 24 ] This first iteration received a mixed response, with many criticizing the often soft appearance and artifacts in certain situations; [ 25 ] [ 6 ] [ 5 ] likely a side effect of the limited data from only using a single frame input to the neural networks which could not be ...
Training or entrance training refers to coastal structures built to constrain a river discharging across a littoral coast so that it discharges only where desired. Untrained entrances on sandy coasts tend to move widely and violently to discharge into the ocean, often upsetting those enjoying land nearby.
The entry requirements for diver training depend on the specific training involved, but generally include medical fitness to dive. Fitness to dive, (also medical fitness to dive), is the medical and physical suitability of a diver to function safely in the underwater environment using underwater diving equipment and procedures.
480p is the shorthand name for a family of video display resolutions.The p stands for progressive scan, i.e. non-interlaced.The 480 denotes a vertical resolution of 480 pixels, usually with a horizontal resolution of 640 pixels and 4:3 aspect ratio (480 × 4 ⁄ 3 = 640) or a horizontal resolution of 854 (848 should be used for mod16 compatibility) [1] pixels for an approximate 16:9 aspect ...
[7] [8] Since the majority of screens used for gaming nowadays are widescreen, [9] this scaling method is usually preferred as wider aspect ratios do not suffer from reduced FOV with it. This becomes especially important in more "exotic" setups like ultra-wide monitor or triple-monitor gaming.