Census transform vs Mutual Information [closed] - c++

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I need to use an algorithm for stereo processing images (or frames – as I intend to use it for a real-time application written in C/C++) and I was thinking about: Census transform algorithm and matching cost calculation based on Mutual Information as my best options, but as far as I know, Census transform doesn’t give quite as accurate results as Mutual Information, and Mutual Information is more expensive.
Which one would be more suitable for my case?

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How can I implement online algorithms using functional programming? [closed]

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I program embedded systems using C++. I am learning functional programming and would love to apply it more in my work. All of my data is collected discretely and is often times required to be analyzed online.
For example, using a moving average to smooth signals. I can make the moving average function pure, but I can't make the state for the function const. Another example, I can make a pure Schmitt trigger function, but I can't make all of its inputs depend only on the current state.
What is the best way, in a functional sense, to store data from previous time steps?
Also, do you have any favorite references for embedded/functional programming?

Why does SageMaker SHAP require a baseline dataset? [closed]

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SageMaker Clarify SHAP (https://sagemaker.readthedocs.io/en/stable/api/training/processing.html#sagemaker.clarify.SHAPConfig) requires users to specify a baseline dataset. The regular, popular SHAP (https://github.com/slundberg/shap) does not require this, making its use simpler than ours.
Why do we require a baseline dataset?
Most of the approaches in SHAP do require a background/baseline dataset. It is only the TreeSHAP (to my knowledge) that can do without it (by using instead information stored in the trees themselves to know about how to "integrate out features" that are masked). The Clarify documentation says it uses Kernel SHAP, so a background dataset is required. However, notice that they will compute one for you if baseline=None, using clustering on the background data available to Clarify from your training the model in the first place.

Internal implementation of glClearBufferData function [closed]

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How the glClearBufferData is implemented internally? Does it uses CPU (sequential clearing) or GPU (parallel clearing)? If I have big buffer (several megabytes), what is the best way (in terms of time complexity) to clear it? Maybe customized rendering pass, that sets to buffer desired value in fragment shader, would be more efficient? If there is no single solution, please, advise me some materials. Help me please ! :)
As with most OpenGL functions, the implementation is provided the freedom to implement it in whatever way it feels is best for the hardware. You aren't permitted to know about those details.
If you need to clear a buffer to a specific value, just call the function and let the implementation do its job.

Data compression methods [closed]

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Why are most data compression algorithms created with C++ or Java. Why not use javascript or even ruby? Is it dependent on the file type you are trying to compress such as text,video or even audio files?
If you need to compress data, it is probably because you have a lot of data; as such, the performance of such algorithms is pretty important, and other things being equal, a compiled language typically performs better on the kind of low-level data manipulation such algorithms employ than an interpreted one.

Is it possible to create the low-level grapics API (similar to OpenGL)? [closed]

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Is that possible to create a low level framework similar to OpenGL?
What do you need to building such API?
No, implementing something like OpenGL is not possible. Since the time OpenGL has decended from the heavens complete, writing something like it was forbidden by all common religions.
But really, what you'll actually need is about 21 years of work, a few thousands of developers and broad support from all industry leaders, so yea, piece of cake.
Or actually, all you need is just a notepad and a pencil, writing is easy!