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Atoms

5,034 knowledge atoms — one concept each, the smallest teachable units. To find something specific, use search or browse by domain, level or type.

Showing 4,141–4,200 of 5,034 · page 70 / 84

Processing class inheritance lets subclasses extend and override their parent's behaviour
Concept L3 Craft H
Processing communicates with hardware boards over USB serial to read sensors and send control signals
Concept L3 Craft H
Processing parameters that work in the chorus may need automation to avoid problems in verses and breakdowns
Principle L3 Craft D
Processing supports 3D via P3D and OPENGL renderers, specified as a third size() argument
Concept L3 Craft H
Processing's blend() and filter() apply compositing modes and pixel filters to images
Concept L3 Craft H
Processing's pixels[] array gives direct read-write access to every pixel of the display window
Concept L3 Craft H
Producing music requires being genuinely inspired rather than replicating a past sound — forced genre consistency produces hollow work
Principle L3 Craft OM
Progressive house tracks follow an intro–verse–build-up–drop–breakdown–outro structure in 8-bar segments
Concept L3 Craft OA
Progressive house transitions use white noise sweeps, filter rises, pitch risers, and reverse effects to bridge sections
Concept L3 Craft OA
Providing a list of values to a Punctual shape distributes results across red, green, and blue channels
Concept L3 Craft H
ProxySpace NodeProxies let you rewrite a running synthesis graph mid-performance with an automatic crossfade
Concept L3 Craft FN
ProxySpace turns the SuperCollider environment into a namespace of live-redefinable audio proxies
Concept L3 Craft F
Pulsar synthesis independently controls fundamental frequency and formant frequency
Concept L3 Craft B
Pure algorithmic generation tends toward uniformity unless counteracted by entropy variation, interactivity, or inherent structure
Principle L3 Craft FO
Pure Data is extended with community externals installed via the Deken package manager
Fact L3 Craft N
pure() lifts a value into a pattern that emits it once per cycle
Concept L3 Craft F
Purely tonal EQ (for subjective appeal rather than balance) can freely use boosts and analogue character
Concept L3 Craft D
Pushing drums ahead of the beat drives energy; pulling behind relaxes the feel — set with track/channel delay
Principle L3 Craft AC
QLC+ exposes a web interface for headless remote control of the Virtual Console and Simple Desk over HTTP
Fact L3 Craft I
QLC+ kiosk mode locks the UI to Virtual Console only, preventing editing during live operation
Fact L3 Craft I
QLC+ maps MIDI beat clock start/stop and beat signals to special channels 530–531 for BPM-sync
Fact L3 Craft IJ
QLC+ RGB Scripts are self-executing JavaScript objects implementing rgbMapStepCount and rgbMap functions
Procedure L3 Craft IH
Quantization maps high-precision weights to lower-precision formats using a scaling factor to preserve dynamic range
Concept L3 Craft K
Quantizing kick and snare hard while leaving hats loose gives metric stability with textural feel
Principle L3 Craft AN
Quarks extend SC's language with community-contributed classes; UGen plugins extend the audio server with new signal processors
Fact L3 Craft FN
Quasi-synchronous granular synthesis uses near-equal grain timing to produce amplitude modulation
Concept L3 Craft B
Radiance is constant along a ray through empty space, making it the natural quantity for ray tracing
Principle L3 Craft G
Radiance is the fundamental radiometric quantity for rendering because it is constant along rays in empty space
Concept L3 Craft G
Raising an animation curve to a power of itself creates a non-linear 'stay down longer' contact simulation
Concept L3 Craft G
Raising degradeBy over successive cycles thins a voice while preserving its timing grid
Procedure L3 Craft FM
Raising per-surface occlusion to a power of the surface color simulates colorized secondary light bounces
Concept L3 Craft G
Raising RAVE's discriminator update period fixes phase-2 instability when the discriminator is too strong
Procedure L3 Craft K
Ramping brightness down and blending toward a solid empties the canvas gracefully instead of a hard hush cut
Procedure L3 Craft HF
randcat plays patterns from a list in random order; wrandcat adds probability weights to the selection
Concept L3 Craft F
Randomisation tools require active curation — the producer remains responsible for every moment of the output
Principle L3 Craft AF
Randomising grain parameters between bounded min and max values produces animated granular textures
Procedure L3 Craft B
randrun emits a shuffled run of the integers below n, one distinct value per step
Concept L3 Craft F
RAVE architecture configs trade reconstruction quality, GPU memory, and control modality
Concept L3 Craft K
RAVE can be exported to ONNX format for deployment in environments that do not support TorchScript
Fact L3 Craft KN
RAVE ramps the KL regularization weight over a warmup schedule to avoid posterior collapse
Concept L3 Craft K
RAVE trains in two sequential phases: reconstruction first, adversarial refinement second
Concept L3 Craft K
RAVE uses Pseudo Quadrature Mirror Filters to split audio into sub-bands before encoding
Concept L3 Craft KB
RAVE v3 uses Adaptive Instance Normalization to transfer timbre from one audio stream to another
Concept L3 Craft KB
RAVE's causal convolution mode lowers latency at the cost of quality by removing future context
Concept L3 Craft KB
RAVE's discrete mode quantizes latent vectors using Residual Vector Quantization
Concept L3 Craft K
RAVE's exported latent size is chosen by a fidelity threshold on the PCA explained-variance curve
Concept L3 Craft K
RAVE's phase 1 length is a fixed step count, not a quality-based stopping criterion
Concept L3 Craft K
RAVE's temporal receptive field sets the minimum audio context and chunk length it can process
Concept L3 Craft KB
RAVE's variational encoder reparametrizes latent samples using the mean and log-variance trick
Concept L3 Craft K
Raw modular output requires EQ, limiting, and compression to be mix-ready, just as any digital production chain would
Principle L3 Craft EDB
Ray differentials estimate how much of a pixel's footprint overlaps SDF geometry to produce smooth antialiased edges
Concept L3 Craft G
Raymarching surface normals are estimated by sampling the SDF gradient at nearby points
Procedure L3 Craft G
Reacting to the crowd in real time — rather than following a pre-selected playlist — produces better dancefloor outcomes
Principle L3 Craft M
Reading crowd composition — gender ratio, age, energy — shapes the entire arc of a DJ set
Principle L3 Craft M
Reading crowd signals and adjusting song selection in real time is a core live DJ skill
Procedure L3 Craft M
Real-time ray tracing is limited to ~1 ray per pixel; denoising reconstructs a clean image from noisy 1-sample results
Principle L3 Craft G
Realistic flocking simulation requires only three local rules: separation, alignment, cohesion
Principle L3 Craft H
Rebalancing premixed loops/samples relies on editing, phase-cancellation and selective processing
Procedure L3 Craft D
Recombinant plagiarism treats finished works as raw material, starting where others stopped without hiding the sources
Concept L3 Craft CO
Recomposition discards most of an existing work then phases and loops the retained fragments into a new piece
Procedure L3 Craft AO