Lin-Shan Lee

Lin-Shan Lee

Lin-Shan Lee (Chinese: 李琳山; born 23 September 1952) is a Taiwanese computer scientist. == Education and career == Lee earned a bachelor's degree in electrical engineering from National Taiwan University in 1974, and pursued a doctorate in the same subject at Stanford University, graduating in 1977. He subsequently returned to Taiwan and joined the NTU faculty in 1982. Lee is a 1993 fellow of the Institute of Electrical and Electronics Engineers, recognized "[f]or contributions to computer voice input/output techniques for Mandarin Chinese and to engineering education." The International Speech Communication Association elevated him to fellow status in 2010 "[f]or his contributions to Chinese spoken language processing and speech information retrieval, and his service to the speech language community." In 2016, Lee was elected a member of Academia Sinica.

Toad Data Modeler

Toad Data Modeler is a database design tool allowing users to visually create, maintain, and document new or existing database systems, and to deploy changes to data structures across different platforms. It is used to construct logical and physical data models, compare and synchronize models, generate complex SQL/DDL, create and modify scripts, and reverse and forward engineer databases and data warehouse systems. Toad's data modelling software is used for database design, maintenance and documentation. == Product History == Toad Data Modeler was previously called "CASE Studio 2" before it was acquired from Charonware by Quest Software in 2006. Quest Software was acquired by Dell on September 28, 2012. On October 31, 2016, Dell finalized the sale of Dell Software to Francisco Partners and Elliott Management, which relaunched on November 1, 2016 as Quest Software. == Features/Usages == Multiple database support - Connect multiple databases natively and simultaneously, including Oracle, SAP, MySQL, SQL Server, PostgreSQL, Db2, Ingres, and Microsoft Access. Data modelling tool - Create database structures or make changes to existing models automatically and provide documentation on multiple platforms. Logical and physical modelling - Build complex logical and physical entity relationship models and reverse, forward, and engineer databases. Reporting - Generate detailed reports on existing database structures. Model customization - Add logical data to user diagrams to customize user models. All Toad products typically have 2 releases per year. == Other features == Model Actions (Compare Models, Convert Model, Merge Models, Generate Change Script) Version Control System (Apache Subversion) Naming Conventions Auto Layout Multiple Workspaces Scripting and Customization Automation Object Gallery Full Unicode Support Integration with Toad for Oracle == Related Software == Erwin Data Modeler Oracle SAP MySQL SQL Server PostgreSQL IBM Db2 Ingres Microsoft Access

Spatial anti-aliasing

In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-aliasing filter essentially blurs the image slightly in order to reduce the resolution to or below that achievable by the digital sensor (the larger the pixel pitch, the lower the achievable resolution at the sensor level). == Examples == In computer graphics, anti-aliasing improves the appearance of "jagged" polygon edges, or "jaggies", so they are smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes). Near the top of an image with a receding checker-board pattern, the image is difficult to recognise and often not considered aesthetically pleasing. In contrast, when anti-aliased the checker-board near the top blends into grey, which is usually the desired effect when the resolution is insufficient to show the detail. Even near the bottom of the image, the edges appear much smoother in the anti-aliased image. Multiple methods exist, including the sinc filter, which is considered a better anti-aliasing algorithm. When magnified, it can be seen how anti-aliasing interpolates the brightness of the pixels at the boundaries to produce grey pixels since the space is occupied by both black and white tiles. These help make the sinc filter antialiased image appear much smoother than the original. In a simple diamond image, anti-aliasing blends the boundary pixels; this reduces the aesthetically jarring effect of the sharp, step-like boundaries that appear in the aliased graphic. Anti-aliasing is often applied in rendering text on a computer screen, to suggest smooth contours that better emulate the appearance of text produced by conventional ink-and-paper printing. Particularly with fonts displayed on typical LCD screens, it is common to use subpixel rendering techniques like ClearType. Sub-pixel rendering requires special colour-balanced anti-aliasing filters to turn what would be severe colour distortion into barely-noticeable colour fringes. Equivalent results can be had by making individual sub-pixels addressable as if they were full pixels, and supplying a hardware-based anti-aliasing filter as is done in the OLPC XO-1 laptop's display controller. Pixel geometry affects all of this, whether the anti-aliasing and sub-pixel addressing are done in software or hardware. == Simplest approach to anti-aliasing == The most basic approach to anti-aliasing a pixel is determining what percentage of the pixel is occupied by a given region in the vector graphic - in this case a pixel-sized square, possibly transposed over several pixels - and using that percentage as the colour. A Python program producing a basic plot of a single, white-on-black anti-aliased point using the method is as follows: This method is generally best suited for simple graphics, such as basic lines or curves, and applications that would otherwise have to convert absolute coordinates to pixel-constrained coordinates, such as 3D graphics. It is a fairly fast function, but it is relatively low-quality, and gets slower as the complexity of the shape increases. For purposes requiring very high-quality graphics or very complex vector shapes, this will probably not be the best approach. Note: The plot_antialiased_point routine above cannot blindly set the colour value to the percent calculated. It must add the new value to the existing value at that location up to a maximum of 1. Otherwise, the brightness of each pixel will be equal to the darkest value calculated in time for that location which produces a very bad result. For example, if one point sets a brightness level of 0.90 for a given pixel and another point calculated later barely touches that pixel and has a brightness of 0.05, the final value set for that pixel should be 0.95, not 0.05. For more sophisticated shapes, the algorithm may be generalized as rendering the shape to a pixel grid with higher resolution than the target display surface (usually a multiple that is a power of 2 to reduce distortion), then using bicubic interpolation to determine the average intensity of each real pixel on the display surface. == Signal processing approach to anti-aliasing == In this approach, the ideal image is regarded as a signal. The image displayed on the screen is taken as samples, at each (x,y) pixel position, of a filtered version of the signal. Ideally, one would understand how the human brain would process the original signal, and provide an on-screen image that will yield the most similar response by the brain. The most widely accepted analytic tool for such problems is the Fourier transform; this decomposes a signal into basis functions of different frequencies, known as frequency components, and gives us the amplitude of each frequency component in the signal. The waves are of the form: cos ⁡ ( 2 j π x ) cos ⁡ ( 2 k π y ) {\displaystyle \ \cos(2j\pi x)\cos(2k\pi y)} where j and k are arbitrary non-negative integers. There are also frequency components involving the sine functions in one or both dimensions, but for the purpose of this discussion, the cosine will suffice. The numbers j and k together are the frequency of the component: j is the frequency in the x direction, and k is the frequency in the y direction. The goal of an anti-aliasing filter is to greatly reduce frequencies above a certain limit, known as the Nyquist frequency, so that the signal will be accurately represented by its samples, or nearly so, in accordance with the sampling theorem; there are many different choices of detailed algorithm, with different filter transfer functions. Current knowledge of human visual perception is not sufficient, in general, to say what approach will look best. == Two dimensional considerations == The previous discussion assumes that the rectangular mesh sampling is the dominant part of the problem. The filter usually considered optimal is not rotationally symmetrical, as shown in this first figure; this is because the data is sampled on a square lattice, not using a continuous image. This sampling pattern is the justification for doing signal processing along each axis, as it is traditionally done on one dimensional data. Lanczos resampling is based on convolution of the data with a discrete representation of the sinc function. If the resolution is not limited by the rectangular sampling rate of either the source or target image, then one should ideally use rotationally symmetrical filter or interpolation functions, as though the data were a two dimensional function of continuous x and y. The sinc function of the radius has too long a tail to make a good filter (it is not even square-integrable). A more appropriate analog to the one-dimensional sinc is the two-dimensional Airy disc amplitude, the 2D Fourier transform of a circular region in 2D frequency space, as opposed to a square region. One might consider a Gaussian plus enough of its second derivative to flatten the top (in the frequency domain) or sharpen it up (in the spatial domain), as shown. Functions based on the Gaussian function are natural choices, because convolution with a Gaussian gives another Gaussian whether applied to x and y or to the radius. Similarly to wavelets, another of its properties is that it is halfway between being localized in the configuration (x and y) and in the spectral (j and k) representation. As an interpolation function, a Gaussian alone seems too spread out to preserve the maximum possible detail, and thus the second derivative is added. As an example, when printing a photographic negative with plentiful processing capability and on a printer with a hexagonal pattern, there is no reason to use sinc function interpolation. Such interpolation would treat diagonal lines differently from horizontal and vertical lines, which is like a weak form of aliasing. == Practical real-time anti-aliasing approximations == There are only a handful of primitives used at the lowest level in a real-time rend

Robinson compass mask

In image processing, a Robinson compass mask is a type of compass mask used for edge detection. It has eight major compass orientations, each will extract the edges in respect to its direction. A combined use of compass masks of different directions could detect the edges from different angles. == Technical explanation == The Robinson compass mask is defined by taking a single mask and rotating it to form eight orientations: North: [ − 1 0 1 − 2 0 2 − 1 0 1 ] {\displaystyle {\text{North:}}{\begin{bmatrix}-1&0&1\\-2&0&2\\-1&0&1\end{bmatrix}}} North West: [ 0 1 2 − 1 0 1 − 2 − 1 0 ] {\displaystyle {\text{North West:}}{\begin{bmatrix}0&1&2\\-1&0&1\\-2&-1&0\end{bmatrix}}} West: [ 1 2 1 0 0 0 − 1 − 2 − 1 ] {\displaystyle {\text{West:}}{\begin{bmatrix}1&2&1\\0&0&0\\-1&-2&-1\end{bmatrix}}} South West: [ 2 1 0 1 0 − 1 0 − 1 − 2 ] {\displaystyle {\text{South West:}}{\begin{bmatrix}2&1&0\\1&0&-1\\0&-1&-2\end{bmatrix}}} South: [ 1 0 − 1 2 0 − 2 1 0 − 1 ] {\displaystyle {\text{South:}}{\begin{bmatrix}1&0&-1\\2&0&-2\\1&0&-1\end{bmatrix}}} South East: [ 0 − 1 − 2 1 0 − 1 2 1 0 ] {\displaystyle {\text{South East:}}{\begin{bmatrix}0&-1&-2\\1&0&-1\\2&1&0\end{bmatrix}}} East: [ − 1 − 2 − 1 0 0 0 1 2 1 ] {\displaystyle {\text{East:}}{\begin{bmatrix}-1&-2&-1\\0&0&0\\1&2&1\end{bmatrix}}} North East: [ − 2 − 1 0 − 1 0 1 0 1 2 ] {\displaystyle {\text{North East:}}{\begin{bmatrix}-2&-1&0\\-1&0&1\\0&1&2\end{bmatrix}}} The direction axis is the line of zeros in the matrix. Robinson compass mask is similar to kirsch compass masks, but is simpler to implement. Since the matrix coefficients only contains 0, 1, 2, and are symmetrical, only the results of four masks need to be calculated, the other four results are the negation of the first four results. An edge, or contour is an tiny area with neighboring distinct pixel values. The convolution of each mask with the image would create a high value output where there is a rapid change of pixel value, thus an edge point is found. All the detected edge points would line up as edges. == Example == An example of Robinson compass masks applied to the original image. Obviously, the edges in the direction of the mask is enhanced.

Corel VideoStudio

Corel VideoStudio (formerly Ulead VideoStudio) is a video editing software package for Microsoft Windows. == Features == === Basic editing === The software allows storyboard and timeline-oriented editing. Various formats are supported for source clips, and the resulting video can be exported to a video file. DVD and AVCHD DVD authoring capabilities are included, and Blu-ray authoring is available via a plug-in. VideoStudio supports direct DV and HDV capture and burning. === Overlay === Users can overlay videos, images, and text. Using the overlay track, up to 50 clips can be displayed simultaneously. It can handle videos in MOV and AVI formats, including alpha channel, and images in PSP, PSD, PNG, and GIF formats. Clips that do not contain an alpha channel can have specific colours removed from the overlay video so that the required background or image is displayed in the foreground. === Proxy video files === VideoStudio supports high-definition video. Proxy files are smaller versions of the video source that stand in for the full-resolution source during editing to improve performance. === Plug-ins/bundles === VideoStudio supports VFX-type plug-ins from providers, including NewBlue and proDAD. proDAD plug-ins Roto-Pen, Script, Vitascene, and Mercalli-Stabilizer are bundled with X4 and later Ultimate Editions. == Version history == Ulead VideoStudio 4 (1999) Ulead VideoStudio 5 (2001) Ulead VideoStudio 6 (2002) Ulead VideoStudio 7 (2003) Ulead VideoStudio 8 (2004) Ulead VideoStudio 9 (2005) Ulead VideoStudio 10 plus. (2006) Corel Ulead VideoStudio 11 plus. (2007) Corel VideoStudio Pro X2 (v12, 2008) Corel VideoStudio Pro X3 (v13, 2010) 2011: Corel VideoStudio Pro X4 (v14, 2011) Adds support for stop motion animation, time-lapse mode photography, 3D movies, and 2nd generation Intel Core. Corel VideoStudio Pro X5 (v15, March 9, 2012): Adds HTML5 export (Comparison of HTML5 and Flash). Corel VideoStudio Pro X6 (v16, April 25, 2013): Windows 8 compatible. Adds UHD 4K support. Corel VideoStudio Pro X7 (v17, March 5, 2014): Software becomes 64-bit. Corel VideoStudio Pro X8 (v18, May 8, 2015): Several improvements. Corel VideoStudio Pro X9 (v19, February 16, 2016): Windows 10 compatible. Adds H.265 support, Multi-Camera Editor, and Match moving. Corel VideoStudio Pro X10 (v20, February 15, 2017): Adds Mask Creator, Track Transparency, and 360-degree video support. Corel VideoStudio Pro 2018 (v21, February 13, 2018): Adds split screen Video, Lens Correction, and 3D Title Editor. Corel VideoStudio Pro 2019 (v22, February 12, 2019): Adds Color Grading, Morph Transitions, and MultiCam Capture Lite. Corel VideoStudio Pro 2020 (v23, February 25, 2020). Corel VideoStudio Pro 2021 (v24, March 26, 2021): Adds Instant Project Templates, AR Stickers, and performance improvements (particularly regarding hardware acceleration). Corel VideoStudio Pro 2022 (v25, March 6, 2022): Adds face effects, GIF Creator, transitions for Camera Movements, a speech to text converter, and ProRes Smart Proxy.

Secure element

A secure element (SE) is a secure operating system (OS) in a tamper-resistant processor chip or secure component. It can protect assets (root of trust, sensitive data, keys, certificates, applications) against high-level software and hardware attacks. Applications that process this sensitive data on an SE are isolated and so operate within a controlled environment not affected by software (including possible malware) found elsewhere on the OS. The hardware and embedded software meet the requirements of the Security IC Platform Protection Profile [PP 0084] including resistance to physical tampering scenarios described within it. More than 96 billion secure elements were produced and shipped between 2010 and 2021. SEs exist in various form factors, as devices such as smart cards, UICCs, or smart microSD cards, or embedded, or integrated, as parts of larger devices. SEs are an evolution of the chips in earlier smart cards, which have been adapted to suit the needs of numerous use cases, such as smartphones, tablets, set-top boxes, wearables, connected cars, and other internet of things (IoT) devices. The technology is widely used by technology firms such as Oracle, Apple and Samsung. SEs provide secure isolation, storage and processing for applications (called applets) they host while being isolated from the external world (e.g. rich OS and application processor when embedded in a smartphone) and from other applications running on the SE. Java Card and MULTOS are the most deployed standardized multi-application operating systems currently used to develop applications running on SEs. Since 1999, GlobalPlatform has been the body responsible for standardizing secure element technologies to support a dynamic model of application management in a multi-actor model. GlobalPlatform also runs Functional and Security Certification programmes for secure elements, and hosts a list of Functional Certified and Security Certified products. GlobalPlatform technology is also embedded in other standards such as ETSI SCP (now SET) since release 7. A Common Criteria Secure Element Protection Profile has been released targeting EAL4+ level with ALC_DVS.2 and AVA_VAN.5 extension to standardize the security features of a secure element across markets.

Network Abstraction Layer

The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to