The money itself might not be dirty, couldn’t you just claim something like “I sold a secret, highly valuable algorithm to this guy”? Tax would still need to be paid of course
No it wouldn't, companies like Nintendo and Sony make money from selling games on their platform, and they still need to sell as many of their consoles as possible to do that.
It’s more like a torrent client that has thepiratebay built into it. The main point of Tachiyomi is to have easy access to pirated content directly in the app. Tachiyomi without extensions is useless.
Another analogy: An emulator that also displays all ROMs and lets you play them directly. It downloads ROM from various websites, similar to Tachiyomi.
The example at the end made me wonder if Apple's model is actually better than GPT2 for text prediction. It generated garbage, but all that garbage made somewhat sense in the context of only the word "Today".
Whereas GPT2 hallucinated random stuff about the US government. A text prediction model should predict what the user wanted to type, so if you evaluate the models based on that, GPT2 actually performed horribly, since the user showed zero intent in talking about the US.
Money from advertisers doesn’t decrease long-term without uBO/yt-dlp users (since they don’t watch ads and pay for them). So less operating costs for Youtube, and more money for creators (in theory, if YT doesn’t keep the costs savings). That should help the platform, not kill it.
In the final video, there are still some texture artifacts whenever the number is on the edge (e.g. the ball 4 at 5 seconds). Maybe because of mipmaps? I can't really think of a reason why it happens. It even happens at the bottom of the 4, even though that part is white in the texture.
I'm also new to shaders, so I might be wrong: Camera distortion (/perspective) is done in the vertex shader, this post here presents a fragment shader. So if you take a quad, in the vertex shader then rotate it so it'll face the camera (i.e. all vertices have same z/depth value in clip space), you can then probably use this fragment shader to render the ball.
You have to rotate the quad to face the camera, since it has to cover the area where the ball may render (imagine the extreme case: if the quad is perpendicular to the camera, it looks like a line to the camera, you could only render the ball within that line, it wouldn't protrude to the left or right).