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nmacias

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nmacias
·3 か月前·議論
GOOG-411 was "competing" with a strong company (1-800-FREE411) by serving no ads in a category worth ~$3.5B at the time. It was inexplicable at the time, but they did this to get voice samples, way back when. For reasons like that, I expect that this category of training is baked — but I don't have current domain knowledge fwiw.
nmacias
·4 か月前·議論
So, Quri (2009, now part of Trax), which was the startup copy of Proctor & Gamble's retail intelligence operations. But now like a sponge for any AI budgets not earmarked for hardware.
nmacias
·2 年前·議論
most audio and video schemes support streaming, in the case of MP3 we are talking about frame-based compression

I guess to restate my curiosity: are things like Animation Pose Compression in Unity or equivalents in other engines remotely as good as audio techniques with hardware support? The main work on this seems to be here and I didn't see any references to audio codecs in the issue history fwiw. https://github.com/nfrechette/acl
nmacias
·2 年前·議論
the shoulder rotation plotted at various frequencies sparked for me: is there an "MP3" of character animation data? The way that we have compression optimized for auditory perception… it feels like we might be missing an open standard for compressing this kind of animation data?

edit: Claude is thinking MP3 could work directly: pack 180Hz animation channels into a higher frequency audio signal with some scheme like Frequency Division / Time Division Multiplexing, or Amplitude Modulation. Boom, high compression with commonplace hardware support.
nmacias
·2 年前·議論
AdderaLLM was right there