Supertoroid

Supertoroid

In geometry and computer graphics, a supertoroid or supertorus is usually understood to be a family of doughnut-like surfaces (technically, a topological torus) whose shape is defined by mathematical formulas similar to those that define the superellipsoids. The plural of "supertorus" is either supertori or supertoruses. The family was described and named by Alan Barr in 1994. Barr's supertoroids have been fairly popular in computer graphics as a convenient model for many objects, such as smooth frames for rectangular things. One quarter of a supertoroid can provide a smooth and seamless 90-degree joint between two superquadric cylinders. However, they are not algebraic surfaces (except in special cases). == Formulas == Alan Barr's supertoroids are defined by parametric equations similar to the trigonometric equations of the torus, except that the sine and cosine terms are raised to arbitrary powers. Namely, the generic point P(u, v) of the surface is given by P ( u , v ) = ( X ( u , v ) Y ( u , v ) Z ( u , v ) ) = ( ( a + C u s ) C v t ( b + C u s ) S v t S u s ) {\displaystyle P(u,v)=\left({\begin{array}{c}X(u,v)\\Y(u,v)\\Z(u,v)\end{array}}\right)=\left({\begin{array}{c}(a+C_{u}^{s})C_{v}^{t}\\(b+C_{u}^{s})S_{v}^{t}\\S_{u}^{s}\end{array}}\right)} where C θ ε = sgn ⁡ ( cos ⁡ θ ) | cos ⁡ θ | ε , S θ ε = sgn ⁡ ( sin ⁡ θ ) | sin ⁡ θ | ε , {\displaystyle {\begin{aligned}C_{\theta }^{\varepsilon }&=\operatorname {sgn} (\cos \theta )\,\left|\,\cos \theta \,\right|^{\varepsilon },\\S_{\theta }^{\varepsilon }&=\operatorname {sgn} (\sin \theta )\ \left|\,\sin \theta \ \right|^{\varepsilon },\end{aligned}}} sgn is the sign function, and the parameters u, v range from 0 to 360 degrees (0 to 2π radians). In these formulas, the parameter s > 0 controls the "squareness" of the vertical sections, t > 0 controls the squareness of the horizontal sections, and a, b ≥ 1 are the major radii in the x and y directions. With s = t = 1 and a = b = R one obtains the ordinary torus with major radius R and minor radius 1, with the center at the origin and rotational symmetry about the z-axis. In general, the supertorus defined as above spans the intervals: − ( a + 1 ) ≤ x ≤ + ( a + 1 ) − ( b + 1 ) ≤ y ≤ + ( b + 1 ) − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}-(a+1)&\leq &x&\leq &+(a+1)\\[4pt]-(b+1)&\leq &y&\leq &+(b+1)\\[4pt]-1&\leq &z&\leq &+1\end{array}}} The whole shape is symmetric about the planes x = 0, y = 0, and z = 0. The hole runs in the z direction and spans the intervals − ( a − 1 ) ≤ x ≤ + ( a − 1 ) − ( b − 1 ) ≤ y ≤ + ( b − 1 ) − ∞ ≤ z ≤ + ∞ {\displaystyle {\begin{array}{rcccl}-(a-1)&\leq &x&\leq &+(a-1)\\[4pt]-(b-1)&\leq &y&\leq &+(b-1)\\[4pt]-\infty &\leq &z&\leq &+\infty \end{array}}} A curve of constant u on this surface is a horizontal Lamé curve with exponent ⁠ 2 t , {\displaystyle {\tfrac {2}{t}},} ⁠ scaled in x and y and displaced in z. A curve of constant v, projected on the plane x = 0 or y = 0, is a Lamé curve with exponent ⁠ 2 s , {\displaystyle {\tfrac {2}{s}},} ⁠ scaled and horizontally shifted. If v = 0, the curve is planar and spans the intervals: a − 1 ≤ x ≤ a + 1 − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}a-1&\leq &x&\leq &a+1\\[4pt]-1&\leq &z&\leq &+1\end{array}}} and similarly if v = 90°, 180°, 270°. The curve is also planar if a = b. In general, if a ≠ b and v is not a multiple of 90 degrees, the curve of constant v will not be planar; and, conversely, a vertical plane section of the supertorus will not be a Lamé curve. The basic supertoroid shape defined above is often modified by non-uniform scaling to yield supertoroids of specific width, length, and vertical thickness. == Plotting code == The following GNU Octave code generates plots of a supertorus:

Vicarious (company)

Vicarious was an artificial intelligence company based in the San Francisco Bay Area, California. They use the theorized computational principles of the brain to attempt to build software that can think and learn like a human. Vicarious describes its technology as "a turnkey robotics solution integrator using artificial intelligence to automate tasks too complex and versatile for traditional automations". Alphabet Inc acquired the company in 2022 for an undisclosed amount. == Founders == The company was founded in 2010 by D. Scott Phoenix and Dileep George. Before co-founding Vicarious, Phoenix was Entrepreneur in Residence at Founders Fund and CEO of Frogmetrics, a touchscreen analytics company he co-founded through the Y Combinator incubator program. Previously, George was Chief Technology Officer at Numenta, a company he co-founded with Jeff Hawkins and Donna Dubinsky while completing his PhD at Stanford University. == Funding == The company launched in February 2011 with funding from Founders Fund, Dustin Moskovitz, Adam D’Angelo (former Facebook CTO and co-founder of Quora), Felicis Ventures, and Palantir co-founder Joe Lonsdale. In August 2012, in its Series A round of funding, it raised an additional $15 million. The round was led by Good Ventures; Founders Fund, Open Field Capital and Zarco Investment Group also participated. The company received $40 million in its Series B round of funding. The round was led by individuals including Mark Zuckerberg, Elon Musk, and others. An additional undisclosed amount was later contributed by Amazon.com CEO Jeff Bezos, Yahoo! co-founder Jerry Yang, Skype co-founder Janus Friis and Salesforce.com CEO Marc Benioff. == Recursive Cortical Network == Vicarious is developing machine learning software based on the computational principles of the human brain. One such software is a vision system known as the Recursive Cortical Network (RCN), it is a generative graphical visual perception system that interprets the contents of photographs and videos in a manner similar to humans. The system is powered by a balanced approach that takes sensory data, mathematics, and biological plausibility into consideration. On October 22, 2013, beating CAPTCHA, Vicarious announced its model was reliably able to solve modern CAPTCHAs, with character recognition rates of 90% or better when trained on one style. However, Luis von Ahn, a pioneer of early CAPTCHA and founder of reCAPTCHA, expressed skepticism, stating: "It's hard for me to be impressed since I see these every few months." He pointed out that 50 similar claims to that of Vicarious had been made since 2003. Vicarious later published their findings in peer-reviewed journal Science. Vicarious has indicated that its AI was not specifically designed to complete CAPTCHAs and its success at the task is a product of its advanced vision system. Because Vicarious's algorithms are based on insights from the human brain, it is also able to recognize photographs, videos, and other visual data.

Wide-column store

A wide-column store (or extensible record store) is a type of NoSQL database. It uses tables, rows, and columns, but unlike a relational database, the names and format of the columns can vary from row to row in the same table. A wide-column store can be interpreted as a two-dimensional key–value store. Google's Bigtable is one of the prototypical examples of a wide-column store. == Wide-column stores versus columnar databases == Wide-column stores such as Bigtable and Apache Cassandra are not column stores in the original sense of the term, since their two-level structures do not use a columnar data layout. In genuine column stores, a columnar data layout is adopted such that each column is stored separately on disk. Wide-column stores do often support the notion of column families that are stored separately. However, each such column family typically contains multiple columns that are used together, similar to traditional relational database tables. Within a given column family, all data is stored in a row-by-row fashion, such that the columns for a given row are stored together, rather than each column being stored separately. Wide-column stores that support column families are also known as column family databases. == Notable examples == Notable wide-column stores include: Apache Accumulo Apache Cassandra Apache HBase Bigtable DataStax Enterprise (uses Apache Cassandra) DataStax Astra DB (uses Apache Cassandra) Hypertable Azure Tables ScyllaDB

Cyber attribution

In the area of computer security, cyber attribution is an attribution of cybercrime, i.e., finding who perpetrated a cyberattack. Uncovering a perpetrator may give insights into various security issues, such as infiltration methods, communication channels, etc., and may help in enacting specific countermeasures. Cyber attribution is a costly endeavor requiring considerable resources and expertise in cyber forensic analysis. For governments and other major players dealing with cybercrime would require not only technical solutions, but legal and political ones as well, and for the latter ones cyber attribution is crucial. Attributing a cyberattack is difficult, and of limited interest to companies that are targeted by cyberattacks. In contrast, secret services often have a compelling interest in finding out whether a state is behind the attack. A further challenge in attribution of cyberattacks is the possibility of a false flag attack, where the actual perpetrator makes it appear that someone else caused the attack. Every stage of the attack may leave artifacts, such as entries in log files, that can be used to help determine the attacker's goals and identity. In the aftermath of an attack, investigators often begin by saving as many artifacts as they can find, and then try to determine the attacker.

Database virtualization

Database virtualization is the decoupling of the database layer, which lies between the storage and application layers within the application stack. Virtualization of the database layer enables a shift away from the physical, toward the logical or virtual. Virtualization enables compute and storage resources to be pooled and allocated on demand. This enables both the sharing of single server resources for multi-tenancy, as well as the pooling of server resources into a single logical database or cluster. In both cases, database virtualization provides increased flexibility, more granular and efficient allocation of pooled resources, and more scalable computing. == Virtual data partitioning == The act of partitioning data stores as a database grows has been in use for several decades. There are two primary ways that data has been partitioned inside legacy data management systems: Shared-data databases: an architecture that assumes all database cluster nodes share a single partition. Inter-node communications are used to synchronize update activities performed by different nodes on the cluster. Shared-data data management systems are limited to single-digit node clusters. Shared-nothing databases: an architecture in which all data is segregated to internally managed partitions with clear, well-defined data location boundaries. Shared-nothing databases require manual partition management. In virtual partitioning, logical data is abstracted from physical data by autonomously creating and managing large numbers of data partitions (100s to 1000s). Because they are autonomously maintained, the resources required to manage the partitions are minimal. This kind of massive partitioning results in: Partitions that are small, efficiently managed, and load-balanced. Systems that do not require re-partitioning events to define additional partitions, even when the hardware is changed. “Shared-data” and “shared-nothing” architectures allow scalability through multiple data partitions and cross-partition querying and transaction processing without full partition scanning. == Horizontal data partitioning == Partitioning database sources from consumers is a fundamental concept. With greater numbers of database sources, inserting a horizontal data virtualization layer between the sources and consumers helps address this complexity. Rick van der Lans, the author of multiple books on SQL and relational databases, has defined data virtualization as "the process of offering data consumers a data access interface that hides the technical aspects of stored data, such as location, storage structure, API, access language, and storage technology." == Advantages == Added flexibility and agility for existing computing infrastructure. Enhanced database performance. Pooling and sharing computing resources, either splitting them (multi-tenancy) or combining them (clustering). Simplification of administration and management. Increased fault tolerance.

CrewAI

CrewAI is an open-source software framework and platform for building AI agents and multi-agent systems. Written primarily in Python, it is used to define artificial-intelligence agents, assign tasks to them, and coordinate their work through agent teams and workflows. The framework is associated with CrewAI Inc., a startup developing enterprise tools for automating business workflows with large language model-based agents. == History == CrewAI was first released on the Python Package Index in December 2023. The project was created by João Moura and later developed by CrewAI Inc. and open-source contributors. In October 2024, TechCrunch reported that CrewAI had raised $18 million across seed and Series A funding rounds from investors including Boldstart Ventures, Craft Ventures, Earl Grey Capital, and Insight Partners. The report also stated that Andrew Ng and HubSpot co-founder Dharmesh Shah had invested in the company. SiliconANGLE described the company as the developer of an open-source framework for building artificial-intelligence agents and reported that the funding consisted of a seed round led by Boldstart Ventures and a Series A led by Insight Partners. By late 2024, CrewAI had introduced commercial enterprise products built on top of its open-source components. TechCrunch reported that the company's enterprise offering added access controls, analytics, support, and templates for workflow automation. == Features == CrewAI is designed around groups of agents, sometimes called "crews", that can be assigned roles, goals, and tasks. The framework supports agent collaboration, task delegation, tool use, memory, and knowledge sources for retrieval-augmented generation workflows. The project describes two main building blocks: "Crews", which are used for autonomous agent collaboration, and "Flows", which are used for more controlled event-driven workflows. The framework is independent of LangChain and is released under the MIT License. It can be installed as a Python package and is commonly used with external large language model APIs or local models, depending on the developer's configuration. == Business model == CrewAI combines an open-source framework with commercial enterprise products. Its enterprise products are intended for organizations that need to build, monitor, and manage agent-based automations with additional security, observability, and administrative controls.

Generative art

Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu