#hotforever[超话]#2024.5.14
李在元ins搬运1
ins文案:profile link(https://t.cn/A6Ht2cPh)
图二:《李在元数字单曲音乐发售纪念周边-WARP 2种》
通过抽奖选取30名顾客在购买的商品上亲笔签名
information:
李在元数字单曲音源发售几年周边预览。
选择1:包含LA专辑写真拍摄样子的个性时尚复古风WARP图案的T恤(黑色,白色)
选择2:高级刺绣的WARP图案及李在元固有编号48的标志性制服(黑色,白色)
2种商品都是高级的材质及穿着感优秀的单品,准备了穿着最广泛的颜色-黑色和白色。
图七内容见图八[嘻嘻]
‼️请勿快转️
搬运:大眼鱼
翻译:草酸鱼
#hotforever[超话]##hot[超话]##李在元[超话]#
李在元ins搬运1
ins文案:profile link(https://t.cn/A6Ht2cPh)
图二:《李在元数字单曲音乐发售纪念周边-WARP 2种》
通过抽奖选取30名顾客在购买的商品上亲笔签名
information:
李在元数字单曲音源发售几年周边预览。
选择1:包含LA专辑写真拍摄样子的个性时尚复古风WARP图案的T恤(黑色,白色)
选择2:高级刺绣的WARP图案及李在元固有编号48的标志性制服(黑色,白色)
2种商品都是高级的材质及穿着感优秀的单品,准备了穿着最广泛的颜色-黑色和白色。
图七内容见图八[嘻嘻]
‼️请勿快转️
搬运:大眼鱼
翻译:草酸鱼
#hotforever[超话]##hot[超话]##李在元[超话]#
Colab POV-Ray
----------
%%file RidgedMFPlanetB.pov
/*
RidgedMFPlanetB.pov
2023 Sam Benge
Inspired by:
h ttps://old.reddit.com/r/proceduralgeneration/comments/16y8rnz/the_wonderful_worlds_of_procedural_generation_100/
Recommended command line options:
+fn +f +a0.03 +am2 +r2 +w1920 +h1080
Note: for some reason the cloud layer enhances the planet's surface normal, so
the
planet's surface normal amount will need to be doubled when not rendering the
clouds.
*/
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ambient 0} }
#include "functions.inc"
camera{
orthographic
right x*1.77 up y
//right x up y
location <0, 0, -10>
look_at <.15, .8, 0>
angle 10
}
// sunlight
light_source{
<1, .7, .5>*1e5, 2 * <2, 1.95, 1.9>
#if(1)
#declare ALRes = 2;
#declare ALSize = .1 * 1e5;
area_light x*ALSize, z*ALSize, ALRes, ALRes
jitter
adaptive 1
area_illumination
#end
}
// planet
#if(1)
sphere{
0, 1
// first multifractal
#local FRidged1 =
function{
pattern{
function{
f_ridged_mf(
x, y, z,
0.61, // H
2.2, // Lacunarity
15, // Octaves
0.42, // Offset
90.0, // Gain
2
)
}
warp{turbulence .15 lambda 3}
}
}
// second multifractal
#local FRidged2 =
function{
pattern{
function{
f_ridged_mf(
x, y, z,
0.54, // H
1.42, // Lacunarity
15, // Octaves
0.3, // Offset
100, // Gain
2
)
}
warp{turbulence .25 lambda 3 octaves 7}
translate z*20
}
}
// combine multifractals
#local FRidged =
function{
min(
FRidged1(x, y, z)
+ .02,
#local Scale = 1;
.03 + 1.44 * FRidged2(x*Scale, y*Scale, z*Scale)
)
}
// planet texture
texture{
pigment{
function{FRidged(x, y, z)}
color_map{
[0 rgb .025]
[1 rgb <.8, .7, .5>]
}
}
normal{
function{FRidged(x, y, z)}
.075/2
accuracy .001/3
}
finish{diffuse 1}
// adjustment
scale .75
translate 25*x
}
hollow
}
#end // /planet
// clouds
#if(1)
#local CloudHeight = 0.002;
sphere{
0, 1+CloudHeight
// for cloud detail
#local FGranite = function{pattern{granite scale .1}}
// main clouds shape
#local FRidged3 =
function{
pattern{
function{
max(
0,
min(
1,
f_ridged_mf(
x, y, z,
0.53, // H
1.72, // Lacunarity
15, // Octaves
-.16, // Offset
15.0, // Gain
2
)
- .3
)
)
}
scale 3
warp{turbulence .5 lambda 1.5}
scale 1
}
}
// combine cloud shape with sine details
#local FClouds =
function{
max(
0,
min(
1,
2 * FRidged3(x, y, z)
- .5
+ .125*FGranite(x, y, z)
+ .25*FGranite(x*3, y*3, z*3)
)
)
}
// clouds texture
texture{
pigment{
//function{FRidged3(x, y, z)}
function{FClouds(x, y, z)}
poly_wave 2
color_map{
[.2 rgbt 1]
[1 rgb 1 transmit .65]
}
}
normal{
function{FRidged3(x, y, z)}
.02
accuracy .0025
}
finish{diffuse .6 brilliance .5}
// adjustment
translate 9*z
scale .35
}
hollow
}
#end // /clouds
// atmosphere
#if(1)
#local SkyRGB = <.2, .5, 1>;
#local SkyThickness = .007;
#local SkyScattering = 30000;
#local SkyAbsorption = 120000;
sphere{
0, 1+SkyThickness
pigment{rgbt 1}
interior{
media{
scattering{5, SkyRGB*SkyScattering}
absorption SkyRGB*SkyAbsorption
intervals 1
samples 1, 1
jitter .2
density{
spherical
poly_wave 2
scale 1+SkyThickness
}
}
}
hollow
}
#end // /atmosphere
-------------------------
h ttps://news.povray.org/povray.text.scene-files/thread/%3Cweb.6521b8508c5c46f716bed5696e741498%40news.povray.org%3E/
----------
%%file RidgedMFPlanetB.pov
/*
RidgedMFPlanetB.pov
2023 Sam Benge
Inspired by:
h ttps://old.reddit.com/r/proceduralgeneration/comments/16y8rnz/the_wonderful_worlds_of_procedural_generation_100/
Recommended command line options:
+fn +f +a0.03 +am2 +r2 +w1920 +h1080
Note: for some reason the cloud layer enhances the planet's surface normal, so
the
planet's surface normal amount will need to be doubled when not rendering the
clouds.
*/
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ambient 0} }
#include "functions.inc"
camera{
orthographic
right x*1.77 up y
//right x up y
location <0, 0, -10>
look_at <.15, .8, 0>
angle 10
}
// sunlight
light_source{
<1, .7, .5>*1e5, 2 * <2, 1.95, 1.9>
#if(1)
#declare ALRes = 2;
#declare ALSize = .1 * 1e5;
area_light x*ALSize, z*ALSize, ALRes, ALRes
jitter
adaptive 1
area_illumination
#end
}
// planet
#if(1)
sphere{
0, 1
// first multifractal
#local FRidged1 =
function{
pattern{
function{
f_ridged_mf(
x, y, z,
0.61, // H
2.2, // Lacunarity
15, // Octaves
0.42, // Offset
90.0, // Gain
2
)
}
warp{turbulence .15 lambda 3}
}
}
// second multifractal
#local FRidged2 =
function{
pattern{
function{
f_ridged_mf(
x, y, z,
0.54, // H
1.42, // Lacunarity
15, // Octaves
0.3, // Offset
100, // Gain
2
)
}
warp{turbulence .25 lambda 3 octaves 7}
translate z*20
}
}
// combine multifractals
#local FRidged =
function{
min(
FRidged1(x, y, z)
+ .02,
#local Scale = 1;
.03 + 1.44 * FRidged2(x*Scale, y*Scale, z*Scale)
)
}
// planet texture
texture{
pigment{
function{FRidged(x, y, z)}
color_map{
[0 rgb .025]
[1 rgb <.8, .7, .5>]
}
}
normal{
function{FRidged(x, y, z)}
.075/2
accuracy .001/3
}
finish{diffuse 1}
// adjustment
scale .75
translate 25*x
}
hollow
}
#end // /planet
// clouds
#if(1)
#local CloudHeight = 0.002;
sphere{
0, 1+CloudHeight
// for cloud detail
#local FGranite = function{pattern{granite scale .1}}
// main clouds shape
#local FRidged3 =
function{
pattern{
function{
max(
0,
min(
1,
f_ridged_mf(
x, y, z,
0.53, // H
1.72, // Lacunarity
15, // Octaves
-.16, // Offset
15.0, // Gain
2
)
- .3
)
)
}
scale 3
warp{turbulence .5 lambda 1.5}
scale 1
}
}
// combine cloud shape with sine details
#local FClouds =
function{
max(
0,
min(
1,
2 * FRidged3(x, y, z)
- .5
+ .125*FGranite(x, y, z)
+ .25*FGranite(x*3, y*3, z*3)
)
)
}
// clouds texture
texture{
pigment{
//function{FRidged3(x, y, z)}
function{FClouds(x, y, z)}
poly_wave 2
color_map{
[.2 rgbt 1]
[1 rgb 1 transmit .65]
}
}
normal{
function{FRidged3(x, y, z)}
.02
accuracy .0025
}
finish{diffuse .6 brilliance .5}
// adjustment
translate 9*z
scale .35
}
hollow
}
#end // /clouds
// atmosphere
#if(1)
#local SkyRGB = <.2, .5, 1>;
#local SkyThickness = .007;
#local SkyScattering = 30000;
#local SkyAbsorption = 120000;
sphere{
0, 1+SkyThickness
pigment{rgbt 1}
interior{
media{
scattering{5, SkyRGB*SkyScattering}
absorption SkyRGB*SkyAbsorption
intervals 1
samples 1, 1
jitter .2
density{
spherical
poly_wave 2
scale 1+SkyThickness
}
}
}
hollow
}
#end // /atmosphere
-------------------------
h ttps://news.povray.org/povray.text.scene-files/thread/%3Cweb.6521b8508c5c46f716bed5696e741498%40news.povray.org%3E/
今天在 WSJ 看到《Should We Use AI to Re-Create Our Loved Ones After They Die?》
我们是否应该用 AI 复刻已逝的亲人?
The question was: AI is already creating chat, audio and video representations that mimic deceased people. Will conversing with them comfort loved ones, or prolong the feeling of loss and prevent them from moving on? If the chatbots are flawed, could they warp our understanding of who the person really was?
问题是,技术上可行,情感上也可行或者可接受吗?
我喜欢文中 图三 的观点:
AI 无法模拟人类的真情实感,更没办法提供真正的情感安慰。AI可能会让人沉迷虚拟世界而逃避现实,让人更难以走出真实困境,甚至可能会引发更严重的心理健康危机。
妈妈意外过世二十多年,自己花了很多年才真正接受这一事实,但我现在依然不想用代码和算法去生成一个虚拟的她来安慰自己,即便在人生艰难的时候也没有这种想法。
我记忆中的她,是我眼中独有的样子,不是客观真实的她,不是别人眼中的她,更不是算法根据视听信息生成的她。
她心中的我,也应该是记着曾经真实的她的我,而不是与虚拟的她建立连接的我。
我想人与人之间的情感是独特唯一的,没人可以替换,更不会被 AI 取代。
尊重生命,尊重人类朴素的情感,我们才称得上「人」。
很喜欢评论区的这条评论:
「There is a thing called "Closure".
This nonesense prevents it and prolongs emotional suffering.」
对生命的逝去,我们都该学会接受和释怀,人应该学着走出而不是逃避现实。
虽然未曾当面对你说过「母亲节快乐」,但我想你是快乐的
#日常胡说八道#
我们是否应该用 AI 复刻已逝的亲人?
The question was: AI is already creating chat, audio and video representations that mimic deceased people. Will conversing with them comfort loved ones, or prolong the feeling of loss and prevent them from moving on? If the chatbots are flawed, could they warp our understanding of who the person really was?
问题是,技术上可行,情感上也可行或者可接受吗?
我喜欢文中 图三 的观点:
AI 无法模拟人类的真情实感,更没办法提供真正的情感安慰。AI可能会让人沉迷虚拟世界而逃避现实,让人更难以走出真实困境,甚至可能会引发更严重的心理健康危机。
妈妈意外过世二十多年,自己花了很多年才真正接受这一事实,但我现在依然不想用代码和算法去生成一个虚拟的她来安慰自己,即便在人生艰难的时候也没有这种想法。
我记忆中的她,是我眼中独有的样子,不是客观真实的她,不是别人眼中的她,更不是算法根据视听信息生成的她。
她心中的我,也应该是记着曾经真实的她的我,而不是与虚拟的她建立连接的我。
我想人与人之间的情感是独特唯一的,没人可以替换,更不会被 AI 取代。
尊重生命,尊重人类朴素的情感,我们才称得上「人」。
很喜欢评论区的这条评论:
「There is a thing called "Closure".
This nonesense prevents it and prolongs emotional suffering.」
对生命的逝去,我们都该学会接受和释怀,人应该学着走出而不是逃避现实。
虽然未曾当面对你说过「母亲节快乐」,但我想你是快乐的
#日常胡说八道#
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