text:
Donald Trump Thinks The Extradition Process Is Too Slow, Suggests Just Killing Edward Snowden
from the oh...-so-that-hairdo's-called-an-'asshat' dept
I'm not sure at which point Fox News' "Fox & Friends" decided Donald Trump held a valid opinion on anything beyond bankruptcy proceedings and divorce settlements, but the hosts went ahead and let the man talk (about current affairs, no less).
Trump has no time in his busy life for due process or anything else we Americans take for granted in our justice system. There's only one way to deal with a "spy" like Edward Snowden.
"You know, spies in the old days used to be executed," Trump said. "This guy is becoming a hero in some circles. Now, I will say, with the passage of time, even people that were sort of liking him and were trying to go on his side are maybe dropping out… We have to get him back and we have to get him back fast. It could take months or it could take years, and that would be pathetic."At this point, we're still dealing with the rhetorical. Trump thinks swift justice is the best justice and allowing Snowden to roam the earth somewhat freely is "pathetic." The severely wounded pride of the Republic can't bear the weight of another leak. Trump goes back against his first statement with his followup.
"This guy's a bad guy and, you know, there's still a thing called execution," he went on. "You really have to take a strong… You have thousands of people with access to material like this. We're not going to have a country any longer."It no longer sounds like Trump wants Snowden taken into custody. It sounds more like he'd prefer someone to put out a hit on him. Again, Trump's concern for this glorious nation of ours drives his soulful plea to kill an American citizen who's only been charged with
Of course, Trump doesn't have the power to see this action carried out. But, then again, neither does the government. Snowden isn't a "spy" and hasn't been charged with treason, one of the few federal crimes that includes execution as a punishment option. So, this is just Trump fantasizing about putting Snowden down because he doesn't like what he's done.
As for "not having a country any longer," does this mean Trump is happy with the status quo? The country we have currently is the country we want? Snowden's leaks exposed the government for what it is: a complicit entity that carries water for security agencies and g-men. This is a country whose citizens' rights are being sacrificed on the cross of safety. We hardly have a "country" as it is -- at least not one that would be easily recognized by the founding fathers. And this is what would be saved by the death of Edward Snowden? This is what would be preserved by spilling blood in order to stem the flow previously suppressed information?
If so, who wants it? I know I don't. But if Trump feels this sort of thing is necessary to "protect" the nation, then it's certainly the country he deserves.
Filed Under: donald trump, ed snowden, edward snowden, execution


text:
Fine tuning with Lightmap Parameters
Vérifié avec version: 5.5
Difficulté: Intermédiaire
Many of the advanced lightmapping controls offered by Unity are available through the use of Lightmap Parameters. These settings are stored within a Lightmap Parameters asset. This allows lighting settings to be shared between Scenes and version controlled for shared use in collaborative team environments.
To create a Lightmap Parameters Asset, navigate to the Project window.
From the Create drop-down menu in the top left of the Project window, choose (Create > Lightmap Parameters).
We can also create a Lightmap Parameters asset from the right-click menu within the Project window, or from the top menu bar (Asset > Create > Lightmap Parameters).
Advanced controls for both Baked GI and Precomputed Realtime GI are made available through Lightmap Parameters.
Once created, a Lightmap Parameters asset can then be assigned to a Static MeshRenderer component.
Select the GameObject that we wish to assign the Lightmap Parameters asset to in the Hierarchy window. The GameObject must be marked as Static and have a MeshRenderer component.
Open the Lighting window (Window > Lighting) and select the Object tab.
Use the Advanced Parameters drop-down menu to assign the Lightmap Parameters Asset to the GameObject. The 'Edit' button to the right of the Advanced Parameters drop-down menu can be used as a shortcut to modifying the Lightmap Parameters assigned to the selected object.
Lightmap Parameters are assigned using the Advanced Parameters drop-down from the Object tab of the Lighting window.
The same Lightmap Parameters asset can be assigned to multiple objects. To do this, select multiple objects in the Hierarchy window and then follow the steps above. Changes to this Lightmap Parameter asset will then affect all objects to which it is assigned.
Lightmap Parameters: per-instance or per-Prefab?
Similar to unwrap settings, Lightmap Parameters assets can be assigned to a Prefab or applied to individual GameObject instances within the Scene. Lightmap Parameters assets applied to an instance of a Prefab in a Scene will override the Lightmap Parameters asset stored in the Prefab.
The advantage of this approach is that default Lightmap Parameters that are suitable for most cases can be applied to the Prefab. These defaults can then be overridden on a case-by-case basis in the Scene when more fine-grained control is needed.
In this tutorial, we have chosen to apply Lightmap Parameters assets on a per-instance basis. This is because we want to select different Lightmap Parameters assets depending on the context in which each GameObject is used.
Default Parameters
It is possible to configure Scene-wide default Lightmap Parameters. These default Lightmap Parameters will be assigned to all existing MeshRenderers within a Scene not already assigned a Lightmap Parameters asset. Any MeshRenderers that are then created in the Scene will also use the default Lightmap Parameters. Using this approach reduces the amount of manual assignment which needs to be performed when setting up a Scene for lighting.
Open the Lighting window (Window > Lighting) and select the Scene tab.
Use the Default Parameters drop-down menu to assign the Lightmap Parameters asset to the Scene.
Note that although this Default Parameter will be applied to all newly created objects, it can still be overridden on individual objects by assigning an Advanced Parameter to the object, as described above.
The Default Parameters will be assigned to all newly-created Static Mesh Renders.
Unity provides a number of preconfigured Lightmap Parameters to help quickly set up Scene lighting. These are:
Default - HighResolution
Default - Medium
Default - LowResolution
Default - VeryLowResolution
Assigning one of these Lightmap Parameters will configure a number of settings that determine the overall lighting cost of the selected object. These settings include lightmap resolution, global illumination parameters and Cluster resolution, amongst other advanced per-object settings. These are important factors when trying to balance lighting performance throughout a Scene.
Lightmap Parameters explained
Unity's Default Parameters are intended to cover a number of common use cases and will be generally enough for many lighting scenarios. More fine-grained control over the Precomputed Realtime GI system can be achieved by creating our own Lightmap Parameters assets.
The Unity Manual page on Lightmap Parameters provides an overview of all of the settings contained within the Lightmap Parameters asset. However, in this tutorial, we will focus on the settings that are most useful for lighting optimization.
The Resolution value determines the lightmap resolution required by objects using this Lightmap Parameter. Resolution is a multiplier used against the Scene-wide Realtime Resolution specified in the Scene tab of the Lighting window. For example, if the Scene's Realtime Resolution is set to 2, and the Resolution property is set to 0.5, any objects which are assigned this Lightmap Parameter will use 1 texel per unit in the resulting lightmap texture.
As Precomputed Realtime GI represents only the diffuse, indirect lighting within a Scene, we do not need to use the resolutions required by traditional baked lightmapping approaches. The lightmap resolution required by Precomputed Realtime GI will generally be 2-3 texels per unit as a maximum, as opposed to the 20-30 texels per unit we might use in traditional lightmapping. In most cases, particularly with large outdoor objects such as terrains, this value can be many times lower still. Here, a lightmap resolution as low as 0.1 texels per unit may provide sufficient detail.
Dappling artefacts when using high resolution lightmaps can be alleviated by increasing the Irradiance Budget value.
Bear in mind that when using very high lightmap resolutions, artefacts which are otherwise not noticeable at lower resolutions may become an issue. These artefacts may appear as dappling or smudged lighting in the resulting lightmap texture. If this happens, increasing the Irradiance Budget in your Lightmap Parameters can often reduce the appearance of such issues.
Cluster Resolution
Cluster Resolution specifies the number of Clusters that can fit within a texel of a Precomputed Realtime GI lightmap. For example, if Cluster Resolution is set to the maximum of 1 there would be 1 Cluster for each texel within the lightmap. A Cluster Resolution value of 0.5 would mean that only 0.5 Clusters would fit inside the lightmap texel. In other words, the Cluster would be twice the size of a lightmap texel.
Extending this idea further, imagine our Scene's global Realtime Resolution was set to 1. We create a cube with a size of 1x1x1 units, and then assign a Lightmap Parameters asset to this object. If our Lightmap Parameters asset specified a Resolution of 1 and a Cluster Resolution of 1, we would have 1 Cluster per side of the cube. If we then increased our Resolution to 2, the result would be 2x(1x1) Clusters per side of the cube, giving 4 Clusters.
Image showing a 1x1x1 unit cube in a Scene with a Realtime Resolution of 1. The assigned Lightmap Parameters specify a Cluster Resolution of 1 Cluster per texel. Therefore with a lightmap Resolution of 2 texels per unit, we have 4 Clusters per face.
In most cases, Cluster Resolution only needs to be a fraction of the size of our lightmap texels. For example, the Default - HighResolution Lightmap Parameters asset which ships with Unity has a Cluster Resolution of 0.6.
A high number of Clusters in a Scene can quickly drive up precompute times and reduce the interactivity of the Scene's global illumination at run time. We must therefore ensure that using more Clusters offers some tangible benefit to the quality of the lightmap output. If we can use fewer Clusters without a detrimental effect to our lightmaps, then this is always preferential.
Specifying the Resolution of a lightmap and Cluster Resolution as a ratio means that we can build a relative relationship with the Scene-wide Realtime Resolution value. We can use the Realtime Resolution defined in the Lighting window as a high-level resolution value for the overall Scene. Lightmap Parameters are then used to exert fine-grained control over individual objects or groups of objects.
Unity takes this hierarchical approach in order to offer more global control to the user. If it was necessary to specify an absolute value for Resolution and Cluster Resolution, every Lightmap Parameter within a Project would have to be reconfigured by hand should we want to modify the overall lighting resolution.
Irradiance Budget
We discussed earlier in the tutorial how Unity calculates Precomputed Realtime GI by generating an approximation of a Scene's Static geometry using Clusters. During the precompute, the relationships between these Clusters are calculated so that light can be quickly propagated throughout this hierarchical network.
Essentially, the value of a lightmap texel is determined by taking a 'view' of the Scene Clusters from the texel's position. This allows us to quickly calculate light bounce between Clusters in order to create the effect of global illumination. These Clusters can then be sampled into lightmaps before finally being rendered.
Irradiance Budget determines the amount of memory used by each lightmap texel when sampling the Cluster network. This determines the precision (accuracy) of the lighting result. A lower Irradiance Budget means that each texel uses less memory when recording this view of the Scene. This results in both reduced memory use and lower CPU cost at run time, but at at the cost of lighting fidelity. Lower Irradiance Budgets will result in a more lower frequency (blurred) lighting result. In contrast, a higher Irradiance Budget will deliver more accurate GI, but increased memory usage and additional CPU overhead at run time.
If our Precomputed Realtime GI is not updating quickly enough (lagging) during run time, it may be beneficial to lower the Irradiance Budget. This is best employed on objects where the advantages of higher fidelity lighting are perhaps not so noticeable, such as large, obscured or distant geometry.
Irradiance Quality
When Precomputed Realtime GI lightmaps are generated during the precompute, each lightmap texel fires rays into the Scene in order to report the visibility of nearby Clusters. The percentage of each Cluster that the texel can see is then calculated. This value is used when determining the lighting contribution of visible Clusters to each texel in the lightmap. Irradiance Quality specifies the number of rays that a texel is able to shoot during this process.
Increasing Irradiance Quality should be considered in situations where objects do not accurately match the lighting conditions of their surroundings. Sometimes situations can arise where lightmap texels have an unexpectedly bright result. This may be because insufficient rays have been cast into the Scene and therefore Clusters which may occlude a lightmap texel have been missed. Similarly, brighter Clusters might not have been detected. Here, the lightmap result will be unexpectedly dark.
Firing more rays increases the likelihood that an accurate representation of the surrounding Clusters is reported back. These improvements to the accuracy of the lightmap output come at the expense of increased precomputation time. To optimize precomputation times, we should use the minimum Irradiance Quality needed to achieve the lighting results we want. Note that this value does not affect run time performance.
Backface Tolerance
Rays fired from lightmap texels can sometimes hit backfacing geometry when gathering lighting from the Scene Clusters. When generating global illumination we are only concerned with the light which bounces from faces which are visible to the world. Light coming from backfacing geometry is always considered invalid. These backface hits have the potential to corrupt or otherwise invalidate the lighting result. Modifying the Backface Tolerance is a way to prevent such situations arising.
Here the dark lightmap texels on the floor are created by invalid backface hits during Unity's radiosity calculations. Increasing the Backface Tolerance settings can be a solution to this problem.
Backface Tolerance specifies a percentage of light that must come from front-facing geometry in order for a texel to be considered valid. If a lightmap texel fails this test, Unity will use the values of neighbouring texels to approximate a correct lighting result.
Modifying Backface Tolerance does not affect the optimization of your Precomputed Realtime GI. Changing this value will not have a great impact on the length of your precompute or affect run time performance. However Backface Tolerance is useful as a troubleshooting tool in situations where you have erroneous dark or light texels which remain despite increasing the Irradiance Budget.
Modelling Tolerance
Unwanted artefacts, such as black halos, can sometimes appear in areas where there are small gaps in the Static geometry within your Scene. This can happen particularly in areas where there is opposing geometry in close proximity. Objects on a floor, for example.
Dark fringing artefacts such as there can often be fixed by increasing the Modelling Tolerance.
In these situations, there is a small gap between the object and the opposing surface where little or no light can enter. Very dark texels may be recorded in the lightmaps underneath. At lower lightmap resolutions, the size of the dark texels can mean they extend beyond the boundary of the occluding object and may cause some unwanted black fringing. In the context of lighting, the shadow values these small objects create may be unwanted or otherwise considered as noise.
Modelling Tolerance is used to ignore details smaller than the threshold value. Increasing this value will ensure that Unity's GI calculations ignore parts of geometry which exist very near another surface. Higher values will force the Light Transport task of the precompute to ignore gaps smaller than this percentage of a lightmap texel. Decreasing the Modeling Tolerance ensures that smaller objects remain considered by the GI calculations.
Modelling tolerance does not affect the optimization of Precomputed Realtime GI. It does not negatively affect precompute times or run time performance. However it can be used when troubleshooting unwanted visual artefacts. Modelling Tolerance may be useful if artefacts remain despite increasing other values such as Irradiance Budget or Irradiance Quality.
Building our Lightmap Parameters assets
Now that we have explored what the various Lightmap Parameters settings provide in terms of functionality, it is time to start applying this knowledge by building our own Lightmap Parameters assets and using them in the tutorial Scene.
Open the LightingTutorialStart Scene.
In the Project window, navigate to the folder Assets > LightmapParameters.
In the top left of the Project window, choose Create > Lightmap Parameters.
Name this newly created Lightmap Parameters asset TutorialTerrainLow.
The GameObjects are very large in scale and distant from the Camera, this is good case for selecting Lightmap Parameters other than the Scene default.
Next, we are going to assign this Lightmap Parameters asset to objects within the Scene.
In the Scene view, select the two mountain GameObjects that are nearest to the playable area. These are both named MountainPeak. Note that we will ignore the furthest mountain for now.
Using the Inspector panel, ensure that both MountainPeak GameObjects are flagged as Static. This is indicated by the checkbox marked Static.
Open the Lighting window (Window > Lighting) and then select the Scene tab.
Ensure that Auto mode is enabled. This is indicated by the checkbox marked Auto.
Now select the object Object tab.
From the Advanced Parameters drop-down menu, select the newly created TutorialTerrainLow Lightmap Parameters asset. This will assign the Lightmap Parameters asset to the selected GameObjects.
Click the Edit button to the right of the Advanced Parameters drop-down menu to begin editing the settings.
The default settings when creating a new Lightmap Parameter.
The first parameter that we will look at is Resolution. Reducing the resolution of lightmaps improves both precompute times and run time performance, so we should aim to use the lowest Resolution value that we can without affecting the quality of the lighting.
A higher lightmap resolution is suitable for objects that will be seen up close, but the two instances of MountainPeak are both relatively distant from the Camera. Other factors suggest that a low lightmap resolution would be suitable here. These large objects are generally fairly consistent in the albedo of their materials. Additionally, from the camera's perspective, there will be little variance in the color of light received by these objects given their scale. Without much lighting detail to capture, we reduce the resolution of these objects' lightmaps without affecting the quality of the result.
For large scenery objects such as mountains and terrain,the default lightmap resolution would be wasteful.
Using a lower resolution can be a great saving in precompute and run time performance with little detriment to the perceived quality of the lighting result.
- Try slowly decreasing the Resolution parameter of the TutorialTerrainLow Lightmap Parameters asset and observe the changes to the lightmap resolution in the Scene view.
Remember, the Resolution value is a multiplier against the Scene-wide Realtime Resolution defined in the Scene tab of the Lighting window. In our Scene, we have opted for a Realtime Resolution of 1. Therefore, if we then chose a Resolution value of less than 1 in our Lightmap Parameters, the resulting lightmap output would be less than 1 texel per unit.
The MountainPeak objects are far enough away from other Scene geometry that they are unlikely to receive any detailed or high frequency lighting. This means we there will be little visual loss should we opt for a lower Resolution. In our tutorial Scene, we have found a Resolution value of 0.05 is enough to capture the very diffuse bounce lighting received by these objects. Enter this value into the newly created TutorialTerrainLow Lightmap Parameters.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, set the Resolution value to 0.05.
Next, we will look at the Cluster Resolution value. As described earlier, Cluster Resolution is a multiplier used against the texel size of any lightmaps generated for that object. At a value of 1, a single Cluster will be the same size as a lightmap texel. Lower values will be fraction of this. Remember that Clusters are essentially a voxelized approximation of the Static Scene used for Unity's Precomputed Realtime GI. We only need to consider higher Cluster resolutions when the size of these voxels is insufficient to capture the variance in the color of light bounced to or from an object.
Similar to the resolution of our lightmaps, Cluster Resolution can be lowered substantially for the MountainPeak GameObjects. Using Clusters at the default resolution required throughout the rest of our Scene would mean many hundreds were needed to cover an object of this size.
Considering that MountainPeak has a material with a fairly consistent albedo, and the object is relatively far from the Camera, we can make important savings by selectively reducing this object's resolution. While accuracy of the lighting solution may not be the same as using higher resolutions, we are unlikely to notice any visual difference in the context that the object is used within our Scene.
Cluster Resolution can be considerably lower for very large objects, far from the Camera.
In the top left of the Scene view, use the Draw Mode drop-down menu to select Clustering.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, reduce the Cluster Resolution value. Observe how the size of the colored patches increases as the value is lowered.
Alternatively, the Lit Clustering draw mode can be a useful way to assess whether the resulting resolution of the Cluster approximation is sufficient to capture details present in the Scene lighting.
In the top left of the Scene view, use the Draw Mode drop-down menu to select Lit Clustering.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, reduce the Cluster Resolution value. Observe how the view changes as the value is altered.
When adjusting this, it is always good to ask yourself whether any critical lighting detail is missed by using lower Cluster Resolutions. If there is no visual benefit to having a higher resolution, the preference should always be to use fewer Clusters. Remember that the number of Clusters within your Scene will have a big impact on both the length of the precompute and the interactivity of GI at run time. Here, we have found a Cluster Resolution of 0.4 works given the context of the MountainPeak instances.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, set the Cluster Resolution value to 0.4.
Lit Clustering Scene draw mode is useful for evaluating whether you have sufficient Cluster resolution to capture the lighting present within the Scene.
In many cases, just lowering the resolution of your lightmaps and Cluster size will be enough to achieve big gains in lighting performance. However, we also can make additional finer-grained improvements by modifying the values used in Unity's radiosity calculations: Irradiance Budget and Irradiance Quality.
First we will look at Irradiance Budget. As discussed earlier, this value controls how much memory is allocated to each lightmap texel when its value is calculated. In the interests of run time performance, we should use the lowest Irradiance Budget value we can without negatively impacting the appearance of our lighting.
We may wish to increase our Irradiance Budget if our Precomputed Realtime GI appears soft or otherwise indistinct. This can be particularly noticeable in areas where high contrast lighting in the Scene is not being accurately represented
The Irradiance Scene draw mode is useful when assessing changes to the Irradiance Budget or Quality values.
In the case of the two MountainPeak GameObjects, the lighting here is generally low frequency. We don't need to capture any dappled or high contrast lighting, which means that we can reduce the Irradiance Budget from its default value of 128 bytes without noticeable negative effects upon our lighting.
In the top left of the Scene view, use the Draw Mode drop-down menu to select Irradiance.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, reduce the value of Irradiance Budget.
Notice how, as we reduce this value, the lighting on the MountainPeak GameObject becomes slightly softer.
Following some experimentation, we have found that halving the Irradiance Budget to a value of 64 bytes does not affect the lighting quality too noticeably.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, set the value of Irradiance Budget to 64.
Now we will move on to the Irradiance Quality. As discussed earlier, Irradiance Quality determines the number of rays that each Cluster fires when calculating the value of a lightmap texel. Unlike Irradiance Budget, which will impact run time performance, Irradiance Budget only affects our lighting precompute time.
It may be useful to increase the Irradiance Quality in situations where small but important Clusters are missed due to an insufficient number of rays being fired. For example, in situations where we may have a very prominent color on a piece of geometry which does not feature in the resulting lightmaps.
With our MountainPeak GameObjects, the huge scale of the objects within the Scene means that we are unlikely to miss nearby Clusters. This means that we can improve precompute performance by lowering Irradiance Quality without negatively affecting the lighting results.
In the top left of the Scene view, use the Draw Mode drop-down menu to select Irradiance.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, reduce the value of Irradiance Quality.
Notice how the resulting lightmaps become slightly less sharp as the value goes down.
Having tested a number of results, we have found that an Irradiance Quality of 2048 rays gives a good compromise between the quality of our GI lighting and the cost this places on our precompute times. Despite some loss in accuracy, the overall lighting effect is sufficient for our needs with this distant object.
Select the TutorialTerrainLow Lightmap Parameters asset in the Project window.
In the Inspector panel, enter an Irradiance Quality value of 2048.
Assigning Lightmap Parameters assets throughout the Scene
With a Lightmap Parameters asset configured for the distant scenery, we can now apply what we have learned and create Lighting Parameters assets for the remaining Static geometry within the LightingTutorialStart Scene.
We discussed earlier in the tutorial how it is often a good idea to decide on a taxonomy, or 'scheme' for organizing objects within our Scenes. Breaking the Scene up into object groupings based on characteristics such as size or proximity to the Camera will help you make easier selections when applying Lightmap Parameters assets to fine tune lighting performance.
While working through the remaining Static objects under the Environment GameObject, look for distinct categorisations of objects in order to assign a shared Lightmap Parameters asset. For example, is the object likely to be close to the playable area and seen up-close? In this case, increasing the Resolution value for this object may yield a tangible improvement in the lighting result. Is the object distant or perhaps partially obscured? Here you would be unlikely to need the same Resolution value as the visual benefits might not be noticed. Similarly, if an object's material does not feature a great deal of variance in albedo, higher lighting resolutions may not deliver much benefit.
It is not necessary to be too fine-grained when assigning Lightmap Parameters assets. For most Scenes, a handful of distinct of distinct variants is enough. Lots of subtle variants are difficult to work with, as any adjustments will need to be applied numerous times throughout the different Lightmap Parameters assets.
In our completed tutorial Scene LightingTutorialOptimal we have divided the Scene up into the following categories based on the complexity of the object and the required resolution:
RocksLow: Smooth, convex rock type meshes that are distant from the Camera. Their distance means these objects only require a low Resolution and reduced Cluster Resolution.
RocksMedium: Smooth, convex rock type meshes that are closer to the playable area and the Camera and therefore more visible. For this reason we use a slightly higher Resolution and Cluster Resolution, along with higher Irradiance Budget and IrradianceQuality.
StructuresHigh: Important buildings that benefit from higher Resolution and Cluster Resolution. This therefore requires greater Irradiance Quality and Irradiance budget values.
StructuresLow: Buildings which are far from the camera, needing only lower Resolution values.
TerrainLow: Large, distant meshes such as mountains which do not benefit from higher resolution lighting.
TerrainPlayable: Large terrain objects which will be close to the camera and require a lightmap resolution balanced for closer inspection by the Camera. The scale of the object means lower Cluster Resolutions are still feasible however.
TerrainVeryLow: Very distant and partly obscured terrain objects needing only low Resolution and Cluster Resolution values. These also have low Irradiance Quality and Irradiance Budget settings.
In addition to these custom Lightmap Parameters assets, in the completed tutorial Scene LightingTutorialOptimal we also have a number of structures using the Default Parameters set from the Scene tab of the Lighting window. Here we are using Unity's standard Lightmap Parameters Default-Medium.
Using the Default Parameters for the majority of Static objects within the Scene reduces the amount of manual assignment that needs to be performed. It often is useful to set the Default Parameter to be the settings that the majority of objects will use. For our purposes, Default-Medium used in combination with a Realtime Resolution of 1 texel per unit gives us optimal results for the majority of objects within the Scene.
The Irradiance Scene draw mode is a useful tool when evaluating Scene lighting as it shows your lighting results without the distraction of materials or non-Static objects which do not contribute to your Precomputed Realtime GI.
Use the LightingTutorialOptimal Scene as a guide when making decisions about assigning and configuring your lighting. It should not take long to assign Lightmap Parameters to the remaining Static objects within the Scene. Remember while you are working through these remaining objects, to always question whether there is an objective benefit to keeping settings high. If it possible to lower settings without negatively affecting the visual output, this will always be preferable.

subset: commoncrawl


text:
Browsing Irish Centre for Human Rights (Scholarly Articles) by Title
Now showing items 25-35 of 35
The "Reservations Dialogue" as a constitution-making process (Brill Academic Publishers, 2013)The article proposes a new reading of the reservations regime to human rights treaties. The practice developed by states in relation to the reservations regime is analysed and presented as a constitution-making process. ...
Retaliation and Reprisal, forthcoming in Marc Weller (ed.), Oxford Handbook on the Use of Force, Oxford University Press (2013) (2015-04-17)This book chapter explores the evolution of the law on the use of force as it relates to armed reprisals and retaliation, particularly since the adoption of the Charter of the United Nations in 1945. While the preponderance ...
Rethinking human rights and culture through female genital surgeries (Johns Hopkins University Press, 2015-02)The article revisits the relationship between culture and human rights through the analysis of one traditionally condemned cultural practice known in human rights law as female genital mutilation. The analysis draws on ...
Selective Conscientious Objection in International Law: Refusing to Participate in a Specific Armed Conflict (Netherlands Quarterly of Human Rights, 2002-12)
State must allow institutionalised people access to personal files (Irish Times, 2019-01-08)his year, politicians must do what is right by survivors and family members of deceased victims of all forms of so-called historical abuse in Ireland. It is a milestone year. The Mother and Baby Homes Commission of ...
Truth commissions, the European Union and reparations from business (British Institute of International and Comparative Law, 2012-01)Truth and reconciliation commissions are an increasingly common mechanism used in post-conflict or transitional societies. These commissions might act as means of accountability, establish a record of past events, help ...
UN peacekeeping mission to Haiti leaves controversial legacy (RTE Brainstorm, 2017-09-12)UN military peacekeepers are withdrawing from Haiti after 13 years. The mission (known as MINUSTAH) has been marred by controversy involving allegations of sexual abuse and human rights violations. Operations began in ...


text:
Boards & Commissions
Nebraska Capitol Environs Commission Agenda
Nebraska Capitol Environs Commission
Notice is hereby given that the Nebraska Capitol Environs Commission will hold a meeting on Thursday, October 24, 2013 at 10:00 a.m. in the Legislative Hearing Room 1525, ground floor, Nebraska State Capitol, 15 & K Streets. For more information, please contact the Lincoln City/Lancaster County Planning Department at 402-441-7491.
Note: The Commission will meet with the Capitol Commission for the two groups' annual joint meeting at 9:00 a.m. in Room 1507 of the Nebraska State Capitol.
Thursday, November 14, 2013
- Approval of meeting record of October 24, 2013.
- Certificate of Appropriateness for Spirit of Nebraska plaques on Centennial Mall in the Capitol Environs District. (Parks & Rec. Dept.).
- Resolution for "Planning for the East Capitol District of Downtown Lincoln" (Cecil Steward).
- November Draft 2013 Annual Report of NCEC.
- Miscellaneous: staff report, future items.


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2180 South Constitution Blvd., Salt Lake City, UT 84119
Phone: 801-328-8788 | Toll Free: 800-326-4403 | Fax: 801-886-2530
You have not viewed any products recently.
Top Tier corridor locker is a cost-effective option for schools, healthcare facilities, employee lockers, and for general use. Our lockers are produced with durable 16 gauge doors and frames, 24 gauge bodies, and come standard with 6" legs. Recessed handles on 1-3 tier. 6 tier locker has a pull hasp. Lockers come with a durable powder coat finish in Khaki (K) and Battleship Gray (G) in same color throughout. Midnight (M) and Raven (R) lockers come with neutral Khaki interiors - Specify color in comments section when ordering. FOB Shipping Point.
Products may be subject to a steel surcharge.
See Related Items tabs for Specialty Lockers and Corridor Lockers - Optional Accessories.


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Our stock of the finest fabrics and textiles in the world is procured from many of the top designer brands in the industry, including Swarovski, Elie Saab, Versace, Liberty and Valentino. Our high-end embroidered fabrics are all available online, with free shipping to the UK for orders over £200, and free shipping internationally for orders over £250. Place your order safely and securely online today with Joel & Son Fabrics and enjoy the luxury of having our premium fabrics delivered right to your door.
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Mint Floral Silk Shantung£117.90 per panel


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It's the final Wednesday 60th anniversary deal at Baker's Drive-Thru, and it's a bean, rice and cheese burrito (perfect with green sauce) for just 60¢.
But that doesn't mean it's the final 60th anniversary deal.
That's because the Inland Empire-based chain has announced it will have a different deal every day through the end of the year — the top five most popular offers, in fact.
Today's (December 26) coupon can be found here. Today's (December 27) coupon is for a 60¢ combination burrito. You can find it here. Satisfy a sweet tooth (or three) with a 60¢ regular milkshake. You can find today's (December 28) coupon here. Today's (December 29) coupon is for Baker's Not-so-big Nachos, which in reality, are not-so-small. You can find that coupon here. You can pick up either one or two regular tacos with today's (December 30) coupon, which you can find here. The final 60th anniversary coupon is for an order of chili cheese fries for just — you guessed it — 60¢. You can find today's coupon here.
As always, you can either print it out or display it on your mobile device.
Check back here where we'll update with each day's coupon.
Of course, you should "Like" Baker's on Facebook to catch all its deals, including its deals of the week.
Baker's Drive-Thru has locations throughout the Inland Empire.


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Rick and Kathy Hilton are vying for the Spears award for worst parents ever: 18-year-old Barron Hilton, Paris's little bro, got a D.U.I. this morning. • Are Dita Von Teese and Backstreet Boy A.J. McLean dating? Oddest couple ever. • Friend of Jamie Lynn Spears, Miley Cyrus says that Jamie is "really excited" to be a mom. "I think she's done the best she can," Miley told Us. Let your buddy Jamie be your cautionary whale, Hannah Montana! [TMZ, NY Post, Us]
Loose Lips


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Monday, 1 June 2009
Moving right along
five months = 152.184249 days
We have been starting to get back into life a bit more this month. The bubs are sleeping better which is allowing us to make a few plans and attend a few functions. It feels good to be out and about, although it really is bloody hard work to get out the door.
This month we had our first night out since the bubs were born! We went to M-E's 40th birthday on the 9th (house party with a backyard band! Whoo hoo! It was like old times, except a bit more sober!) and Auntie M and Ash minded the troops. It went well I think, although I can't see them putting their hands up again in a hurry. All that responsibility!
Mother's day came and went a bit. I was sick (sore throat), the Geege worked and the grandparents came and took the boys to Aunty M's for the traditional scones. I stayed home with the bubs and slept when I could. I did get some nice gifts including Icebreaker socks and a gift voucher at the local beautician's.
We spent my birthday week down at Wiseman's Ferry. It was lovely. Auntie B, Billy and their kids and C&K and their kids all came down for the weekend. We had a hoot. Good food. Good wine. Good company. You can't really go wrong can you! The bubs were complete pubes for the weekend, but even that didn't dampen the spirits too much. The weather was shite too, but that didn't even bother me that much (big house). The rain was actually horizontal on my birthday. I don't think I have ever seen anything quite like it! Bina took some family photos while we were down there too. Apart from Nugget's little tantrum (he hates being told how to smile for photos), that all went well and we have a pretty good shot of the six of us for posterity.
Gran came up for a visit in the last week of May (for my birthday) and we did some shopping. That was pretty confronting (size 16!) but great. Tragically all I wanted was some tracky dacks. We got me a couple of "dress" tracksuits and a lovely red coat. I hope I don't fit into any of them next year (except the coat)!
And today was taken up attending baby showers. Mish and the Prof's little baby girl is due towards the end of July and R&G's bub in the middle of July. We had such fun catching up with everyone at both of the functions. Mish had a traditional "girls only" do and the R&G had a family fun day. I pretty much saw all of my friends today. It was great!
So at the end of month five, things are okay. I am tired, starting to get a bit bored, but definately appreciating my lovely big family.
Posted by MultipleMum at 13:30
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About Crime Victims Compensation
- What we do.
- Our history.
- Outreach services and workshops.
- Sexual-assault examinations are covered.
- Monthly budget update.
What we do
If you or a loved one has suffered personal injury from a violent crime, the Washington State Crime Victim Compensation Program may be able to help.
This program was created to help victims with the many costs associated with violent crime. The program provides financial compensation to crime victims for such expenses as medical bills, loss of financial support, and funeral expenses. The amount we pay is reduced by any public or private insurance payments.
While no amount of compensation can erase the painful memories of violent crime, we hope this program will help in your recovery and ease some of the financial burdens you face.
Our history
Washington's Crime Victims Compensation Program began primarily as the result of a series of editorials in the early 1970s in the state's 2 major newspapers.
The theme of the editorials was that criminals were having their room and board and medical needs met by the state's prison system while victims were left with medical bills and other costs because of the offenders crime.
The Legislature deemed this unfair and in 1973 passed the Crime Victims Compensation Act.
Outreach services and workshops
The Crime Victims Compensation Program provides outreach services to interested groups.
For more information please call 800-762-3716.
Sexual-assault examinations are covered
State law (RCW 7.68.170) requires the Crime Victims Compensation Program to pay the costs of sexual-assault examinations when they are performed to gather evidence for possible prosecution. The victim is not required to pay for the exam, use their own insurance, file a police report or crime victim's claim application to have the exam paid for.
Monthly budget update
March 2019 expenditures
- Disbursed to victims = $1,133,300
- Administrative costs = $260,805
As of March 31, for fiscal year 2019
- Total funding available = $3,019,636
Our Budget History page contains an archive of our budget updates.


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Superstar chef Mario Batali and his ponytail have made the move to Asia, but of course, doing business over there isn't anything like what it's like back in America.
Businesspeople are constantly hearing about the differences in corporate culture between East and West, but it's not all about interactions in the office.
For a restaurant, there are plenty of other things that need to be considered, like the hot line and the local eating habits.
In a section of a lengthy, two-part interview with Eater, Batali described his experience expanding into Asian markets like Hong Kong. Here's what he had to say:
"Yeah, it's weird! I'll tell you how it's weird: there are eight guys working the hot line at Lupa there, and there isn't a common mother tongue among them. Half the guys are speaking Chinese and half the guys are speaking Malaysian. Not all of them are from those places, but that's where they all agree to go when they're expediting. And then sometimes it's English.
It's a crazy group of talented staff and cooks, and then a super-hot market of consumers that are fascinated because they come from the mainland. They go to Hong Kong kind of like Americans go to Vegas. They are endlessly hungry. Have you been to Hong Kong? Have you seen how they stand outside of Louis Vuitton in line like it's a discotheque? It's mind-blowing! They'll go in there and buy three of those $40,000 cases."
Well, Batali better learn to cope with that weirdness quickly. He's planning to expand his empire in Hong Kong and then try to conquer mainland China.


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Routine is the up coming exploration/ horror game from indie English developers Lunar Software. Routine is a Steam "Green Lit" game and is frankly one of the better looking game that's part of the line up. With a strong sense of exploration and discovery over straight Horror, the game brings a fresh new take on the genre I think.
Recently the Dev crew requested some questions for a Q&A video they were going to put together and I was lucky enough to have some of my questions addressed in the video.
Check it out - my Questions are at about the 3:44 mark
I'm really looking forward to this game as I am a sucker for exploration and sci-fi horror. Lunar Software is looking for an April release for Routine - I can't wait to get my hands on it.


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hours & contact info
Indianapolis Downtown
1 Virginia Avenue
(1 block North of Bankers Life Fieldhouse on Pennsylvania Avenue)
Indianapolis, Indiana 46204
Phone: (317) 571-0808
Dining Hours:
Open daily at 11am
Bar Open 'Til Last Call
Lunch and Dinner - All Ages Welcome
Indianapolis Downtown
Downtown Indianapolis
Since 2009 Scotty's Brewhouse has been serving up great food, great beer and great times at the heart of Downtown Indianapolis.
Located just one block from Bankers Life Fieldhouse and minutes from many popular downtown locations, Scotty's serves traditional bar food as well as their own beer brewed at their brewery in Broad Ripple, Indiana.
Enter Scotty's Brewhouse and you will be greeted with a solid brick interior,
hand-made oak bar, tables and stools, friendly faces and ice cold beer.
To see more photos of our Downtown Indy location visit our Photo Gallery here.
We Accept JAGTAG!
IUPUI students and faculty, use your campus JagTag card as cash at Scotty's
Downtown for food and drinks (excluding alcohol)! Show and pay with your Jag
Tag after 5pm Monday or Tuesday and receive 10% off dine-in or carryout.


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Look: Peach & Smoky Purples for Autumn
Here's a quick look for fall that I put together to go out to dinner with my parents and boyfriend (for my birthday). It's pretty simple, and surprisingly, I used all permanent products (without trying–that's an accomplishment!). 🙂 Hope your Wednesday is off to a fantastic start! Halfway through the week — yay!
You will need the following…
- Eyes: Soft Ochre paint pot (neutral beige base), Melon pigment (peachy-pink), Gleam eyeshadow (peachy-pink), Cranberry eyeshadow (berry-wine), Fig. 1 eyeshadow (eggplant), Graphology eyeshadow (deep purple-black), Ricepaper eyeshadow (highlighter), Smolder eye kohl (black), Urban Decay El Dorado 24/7 Liner (gold), Zoom Fast Lash mascara (black)
- Cheeks: Plum Foolery blush (berry)
- Lips: Guerlain Gracia Lipstick (muted berry), Chanel Spark glossimer (coppery berry)
- Brushes: 266 (firm, angled brush), 226 (fluffy crease brush), 219 (pointed crease brush), 214 (smudge brush), 249 (flat, firm brush), 239 (fluffy shadow brush), 129 (dense blush brush)
- Substitutes: N/A
Directions: Define brows using a coordinating powder shadow applied with the 266 brush. Apply Soft Ochre paint pot all over the lid as the base with the 249. With the 239, apply Melon pigment with water-based mixing medium on the lower lid. On the inner lid, pack Gleam eyeshadow on using the 239. Apply Cranberry eyeshadow to the outer portions of the lid. Darken crease with Fig. 1 eyeshadow using the 226, then deepen with Graphology eyeshadow with the 219. Sweep Ricepaper eyeshadow underneath the brow bone to highlight. Finish with Urban Decay El Dorado Liner on lower lash line, and Smolder eye kohl on the lower waterline using the 209. Apply Zoom Fast Lash mascara on lashes. Sweep apples of cheeks with Plum Foolery blush using the 129. Apply Guerlain Gracia lipstick to lips, and then top with Chanel Spark glossimer for color and shine.
Check out more photos!
Sorry about the lips! I don't know what's going on 🙁


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- Servers
- Storage
- Integrated Systems
- Client Computing Devices
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United Arab Emirates
Flexibility, expandability, desktop replacement and investment protection are just a few benefits of Fujitsu docking options. It takes just a second to attach your notebook to the Port Replicator and get connected to your external display, keyboard and mouse. Your workplace is simple and tidy while you are instantly ready to work with your notebook.
The FUJITSU USB 3.0 Port Replicator PR08 is the perfect solution for hot-desk environments. It connects your notebook to all of your peripherals with a single USB 3.0 plug. This device can generate additional DisplayPort and DVI performance, enabling your system to run up to four screens separately at your workplace, i.e. a notebook, the notebook's external graphics, and the two additional graphic displays from your PR08. This makes the PR08 the optimal device for shared desktop solutions. A system-independent second network further increases your computing possibilities. On top of all this, the device provides audio and USB-hub functionality for even more desktop enhancement.
The USB Port Replicator PR07 provides an easy desk productivity improvement. Generating an additional DVI- and LAN interface enables your system to run up to 3 screens separately, i.e. Notebook, ext. graphic and graphics from PR07) at your workplace. A system-independent second network further increases your computing possibilities. What's more, this device can provide audio and USB-hub functionality and everything easily connected with a single USB cable.
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Welcome to Eagle Point Farm, a 200 acre Thoroughbred training center in Ashland, Virginia. Established in 1947, Eagle Point Farm is a family owned and operated business managed by Donna Gilman Dennehy and her daughter, Karen Dennehy Godsey. We promise to be honest and do our best to produce sound, fit and happy horses that perform to the best of their ability!
We invite you to visit our operation!


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The ink wasn't even dry on the proposal when the wailing began. You might be excused for thinking the safety net was being dismantled. One Democratic senator wondered aloud whether the bill would prompt the widespread auctioning of abandoned children into slavery. A senior Democrat in the House of Representatives warned that within two years of enactment, the bill would "put 1.5 million to 2.5 million children into poverty."
You remember those criticisms ... you heard them last month when the House of Representatives passed its fiscal year 2012 budget resolution, right?
Actually, they were all spoken 15 years ago, on the eve of the historic passage of the 1996 Personal Responsibility and Work Opportunity Act. What happened after President Bill Clinton signed this landmark reform into law is well known: Welfare caseloads were cut in half against a backdrop of falling poverty rates. Child-poverty rates in particular fell by 1 percent every year in the five years following the enactment of the law. Even today, they remain below 1995 levels, even though the nation is just emerging from a severe recession.
Despite this unprecedented success, the defenders of the status quo in Washington are at it again, demonizing the House-passed budget in the same overwrought language they used to attack the bipartisan welfare reforms of the mid-1990s. "The Republican budget rips apart the safety net," is how the Budget Committee's ranking Democrat put it. President Obama accused us of wanting to leave children with disabilities to "fend for themselves."
False charges
This rhetoric is not just overheated – it is flat-out false. Our budget – "The Path to Prosperity" – strengthens the safety net by directing more assistance to those who need it most. It provides the chronically unemployed with the incentives and tools they need to bounce back into self-sufficient lives. Most important, it prevents the kind of debt-fueled economic crisis that would hit the poor the hardest.
Get the best of Monitor opinion. Sign up for our weekly e-newsletter here.
The House-passed budget directs assistance to those in need by giving more power over federal antipoverty dollars to the states, to be directed by the governors and state lawmakers who are closest to the problem. In doing this, we are building upon the success of the welfare-reform law, which transformed that program into a block grant and gave states more control over its implementation. Washington has been fighting a "war on poverty" for nearly 50 years, yet it is no coincidence that the greatest strides in this effort were made when the federal government gave states the ability to better empower recipients of aid.
Another successful aspect of welfare reform was that it required recipients to either be looking for work or training for work, thus encouraging able-bodied citizens to achieve greater control over their lives. The best welfare program is one that ends with a job and a stable, independent life for the individual, but our budget realizes that it is not enough to provide incentives for work. In addition to a number of measures that promote job creation, the House-passed budget streamlines and strengthens federal job-training programs to help the less-fortunate get back on their feet.
Emulating the bipartisan successes of the mid-1990s will help make federal antipoverty programs stronger and more effective, but that is not enough. There is a key difference between then and now: Today, we face an unsustainable trajectory of government spending that is accelerating the nation toward a ruinous debt crisis.
Mounting debt also threatens our poorest and most vulnerable citizens, because those who depend most on government would be hit hardest by a fiscal crisis. Harsh austerity would be the only course left. A broke government unable to finance its spending commitments would be forced to make indiscriminate cuts affecting current beneficiaries of government programs – without giving them time to prepare or adjust.
End welfare for corporations
As we strengthen welfare for those who need it, we end it for those who don't. We end wasteful welfare for corporations such as Fannie Mae and Freddie Mac, big agribusinesses, well-connected energy companies, and others that have gotten a free ride from the taxpayer for too long.
The aim of the social safety net should be to empower individuals, putting them in a stronger position to achieve. Government can play a positive role in this area with policies that help those who are down on their luck get back on their feet. The House-passed budget strengthens the social safety net and promotes policies that help people recover from poverty and lead self-sufficient lives.
Hysterical predictions about what would happen to low-income Americans under our budget are not just wildly unrealistic – they are dangerously deluded about the urgent need to avert a crisis that would have devastating effects on the poor. By making our safety net stronger and more sustainable, we can prevent that crisis, promote independence, and move instead toward a more prosperous society – one that maximizes upward mobility and opportunity.
Paul Ryan is a Republican member of Congress from Wisconsin who chairs the House Budget Committee.


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U.S. Army Sgt. Henry Johnson of Albany, a World War I hero and the subject of a 94-year lobbying effort to award him the Medal of Honor for his exploits, will be featured in the PBS program "History Detectives."
Host Tukufu Zuberi, who collects period posters that depict African-American soldiers in combat, said he was intrigued by a piece of art he found titled, "Our Colored Heroes," that shows Johnson.
Zuberi wondered if the poster reflect the facts of war, or was it made with a hidden agenda?
Zuberi and co-host Elyse Luray will investigate the historical record. A key interview subject is U.S. Sen. Charles Schumer, who has lobbied on behalf of Johnson's Medal of Honor recognition for years.
Johnson served under French command because the U.S. Army was segregated. Although he suffered 21 wounds in a May 1918 battle, Johnson fought with a rifle, bolo knife and his bare hands to repel a 20-soldier German unit. He was assisted by another soldier, Neadom Roberts, who was also black. A testimonial read into the Congressional Record four months after the battle described "two brave colored boys fighting like tigers at bay."
Gen. John J. Pershing, commander in chief of the American Expeditionary Force in World War I, wrote a memo on May 20, 1918, and mentioned reports that described a "notable instance of bravery and devotion."
Zuberi's poster included a quote attributed to Pershing about "continued fighting after receiving wounds and despite the use of grenades by a superior force."
The high bar of documentation required for the nation's highest military award thwarted previous bids to win the Medal of Honor for Johnson, apparently for lack of confirmation of his valorous deeds.
Johnson was the first American soldier to receive the Croix de Guerre from the French government. He was posthumously awarded the Purple Heart and the Distinguished Service Cross, the Army's second highest honor. Schumer and others continue to press to upgrade that to the Medal of Honor.
Now, the history detectives will take a crack at solving lingering questions and clearing the logjam.
Watch Preview: WW1 poster, map of Valley Forge, a transistor radio on PBS. See more from History Detectives.


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Join Us... Wedding Invitation & Stationery - MAGSTD47
Set the scene for your destination wedding with this great save the date magnet. A fun and romantic getaway ahead!
All stationery is sold in units of 10.
Try before you buy - Order a Sample
|Save the Date Magnet Sample Pack
Personalised/Printed Products
The following products can be customised to meet your requirements. Select Order and our order wizard will take you through the options to personalise the item selected.
|Each 'A$'
|Price 'A$'
|Join Us Save the Date Magnet (90 x 55mm)
Imprintable/Blank Products
The following products are provided blank as either imprintable or fill in products. Imprintable products can be personalised using your own computer.
|Each 'A$'
|Price 'A$'
|Plain Mini Envelopes
|Shimmer Mini Envelopes


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Intensive Care & Critical Care Medicine
The Critical Care Department offers 24x7 care to patients in potentially life-threatening conditions requiring life support system and other intensive medical interventions. The patients with dysfunction or failure of one or more organ systems, like cardiac, pulmonary, neurology, liver and kidney, amongst others are admitted to a Critical Care Unit (CCU). Our experienced multidisciplinary team provides state-of-the-art patient care with promptness and compassion. The team comprises of trained, efficient and skilled staff in critical care medicine.


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Here is a character from the game 'Castle Crashers'. He is a pirate that is also a playable enemy at the same time. Here is "how to draw Ninja", step by step. This sly looking ninja dressed pirate is going to be incredibly easy to tackle. I always have fun drawing simple characters because I know how much novice artists like them. More advanced artists can get this sketch don in about five minuets maybe less. Enjoy drawing Ninjer folks, I still have a lot more coming your way so stick around. Peace out people!
DragoArt members upload artwork and drawing tutorials! They are also allowed to leave comments on tutorials, profiles, etc. Many more features, as well; it's way better than just being a boring guest! Register Now!


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Posted in | Minggu, 28 September 2014|By Unknown
Full Movie In Your Eyes High QualityDownload In Your Eyes Full Movie with duration 105 Min and released on 2014-04-20 and MPAA rating is 4.
- Original Title : In Your Eyes
- Movie title in your country : In Your Eyes
- Year of movie : 2014
- Genres of movie : Comedy, Drama, Science Fiction, Romance,
- Status of movie : Released
- Release date of movie : 2014-04-20
- Companies of movie :
- Countries of movie :
- Language of movie : English,
- Durationof movie : 105 Min
- Average vote of movie : 8.8
- Youtube ID of movie : 0im_TbnwUiU
- Translation of movie : EN,ZH,IT,RU,
- Cast of movie :
- Zoe Kazan ( Rebecca )
- Michael Stahl-David ( Dylan )
- Nikki Reed ( Donna )
- Jennifer Grey ( Diane )
In Your Eyes Synopsis:
Play Streaming In Your Eyes East Coast housewife Rebecca (Zoe Kazan) lives a comfortable, sheltered life, but she always knew there was something special about herself. Charismatic ex-con Dylan (Michael Stahl-David) has paid his debt to society and is ready for a fresh start in New Mexico, including a burgeoning flirtation with local good-time-gal Donna (Nikki Reed). When the two polar opposites realize they are strangely connected, an utterly unique metaphysical romance begins in Brin Hill's sweet and smart film, which star Zoe Kazan aptly described as "Joss Whedon does Nicholas Sparks." Full Movie In Your Eyes Streaming In HD
You can play In Your Eyes Full Streaming in HD Now. Play and free download In Your Eyes online movie with single fill out the form by clicking on the image of the sign up button. Enjoy all the albums new movie with all Faves Movie Streaming In ! Just watched it In Your Eyes full and free online movie. This is truly spectacular and could one of those rare amazing. The quality was great all around. Management, images and visual effects were all very innovative and brilliant. The pleasure of the script, often humorous and has a lot of heart for all his characters are all very well developed.
Watch Movie In Your Eyes Movie Streaming 1080p
Director : Brin Hill, Writer : Joss Whedon,
Yes, now you can Watch Movie In Your Eyes Full Movie Streaming and get the link to In Your Eyes In HD


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JAKARTA – Greenpeace said on Wednesday it had evidence that Barbie doll packaging comes from Indonesian rainforests, accusing toy manufacturers such as Mattel and Walt Disney Co of contributing to the country's rapid deforestation.
On Tuesday, Greenpeace activists dressed as Ken dolls rappelled down the side of Mattel headquarters near Los Angeles to unfurl a banner saying Barbie packaging contributes to rainforest destruction.
The massive pink-and-blue sign on the Mattel building outside Los Angeles, featured a frowning Ken declaring: "Barbie, it's over. I don't date girls that are into deforestation."
"Barbie is trashing rainforests and pushing critically-endangered wildlife, like tigers, towards extinction," said Bustar Maitar, head of Greenpeace's campaign to save the forests in Indonesia, in Jakarta.
"Mattel, which makes Barbie, must stop wrapping the world's most famous toy in rainforest destruction," he added.
Greenpeace said its investigators used forensic testing that showed Barbie's packaging comes from Indonesian rainforests.
Activists also used 'in country' investigation, mapping data and traced company certificates to show that Mattel, along with other toy companies including Disney, were using packaging produced by Indonesian paper firm Asia Pulp and Paper (APP), which Greenpeace accuses of destroying rainforests.
Mattel , the world's biggest toy company by revenue, said in a written statement released to Reuters in Los Angeles that it had been in communication with Greenpeace on a variety of paper sourcing issues.
It was not immediately clear what percentage of Mattel's paper packaging comes from APP.
Responding to Greenpeace, APP said its products meet the legal requirements for all countries, including Indonesia.
"It is our responsibility to adhere strictly with these laws, not to satisfy the unreasonable and groundless demands of a foreign-based NGO," the statement added.
"We believe it's irresponsible to play on the emotions of children and their parents to rehash old, discredited allegations in order to attack the industry of a developing nation."
APP added that the product attacked by Greenpeace contained 96 percent recycled material. The firm has set a goal of 100 percent sustainable plantation pulp wood by 2015.
Greenpeace said the activities in Los Angeles and Jakarta mark the start of a worldwide campaign to stop toy companies driving deforestation in Indonesia, where it said government estimates showed a million hectares was being cleared each year.
Indonesia is seen as a key player in the fight against climate change and is under intense international pressure to curb its rapid deforestation rate and destruction of carbon-rich peatlands.
Indonesia revealed a long list of exemptions to a two-year moratorium on logging in May, a concession to the hard-lobbying plantation industry in Southeast Asia's largest economy.
"Greenpeace is ... calling on the government of Indonesia to institute stronger measures to protect our last remaining natural forests and peatlands," said Zulfahmi,Greenpeace Southeast Asia Forests Campaigner. "This should be followed by a review of existing concessions."
Last year, French retail giant Carrefour said it would stop buying certain products from APP citing concerns over environmental sustainability.
APP released an audit it said showed allegations it destroyed rainforest were baseless and invalid.
APP operates under the Sinar Mas brand, as does Sinar Mas Agro Resources & Technology, or SMART, which last year released an independent audit afterGreenpeace alleged the company bulldozed high conservation value forests and damaged carbon-rich peatlands


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Whenever something that involves drunkenness, nudity, and cars occurs, we tend to automatically assume that the story is coming from Florida.
But this weekend, Indiana State Excise Police issued 178 tickets and arrested 65 people for the same sort of behavior at Diesel Fest, a tractor pull and apparent drunken party in Terre Haute, IN. Take that Florida.
And the tickets that were for public drunkenness and underaged drinking were attached to some epic stories.
One 17-year old girl was arrested for underaged drinking and public nudity when cops caught her dancing topless on top of a bus. She was released to her very proud mother.
Another girl, this one was 18, was severely intoxicated on the campgrounds. The kicker? She told cops she "might be pregnant." She was taken to the hospital and faces underage drinking charges.
Sounds like a fun weekend. We wish we were there.
(Hat Tip to Oran!)
Photo Credit: @TH_Diesel_Fest


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Enzalutamide With or Without Abiraterone and Prednisone in Treating Patients With Castration-Resistant Metastatic Prostate Cancer
|The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details.
|ClinicalTrials.gov Identifier: NCT01949337
Recruitment Status : Active, not recruiting
First Posted : September 24, 2013
Last Update Posted : May 17, 2019
- Study Details
- Tabular View
- No Results Posted
- Disclaimer
- How to Read a Study Record
|Condition or disease
|Adenocarcinoma of the Prostate Hormone-resistant Prostate Cancer Recurrent Prostate Cancer Stage IV Prostate Cancer
|Drug: enzalutamide Drug: abiraterone Drug: prednisone
|Phase 3
Patients are randomized to one of two treatment groups: enzalutamide or enzalutamide, abiraterone and prednisone. Treatment will continue until disease progression or unacceptable toxicity. Patients are followed for clinical outcomes for a maximum of 5 years post study treatment. The primary and secondary objectives are described below.
Primary Objective:
To compare the overall survival of patients with progressive metastatic castration-resistant prostate cancer (CRPC) treated with either enzalutamide only or enzalutamide with abiraterone and prednisone
Secondary Objectives:
- To assess the grade 3 or higher toxicity profile and compare safety by treatment arm.
- To assess and compare post-treatment prostate-specific antigen (PSA) declines by treatment arm.
- To compare radiographic progression free survival defined by Prostate Cancer Working Group 2 (PCWG2), and objective response rate, by treatment arm.
- To test for radiographic progression free survival (rPFS) treatment interaction in predicting overall survival.
- To assess pre- and post-treatment measures of tumor burden and bone activity using sodium fluoride (NaF) positron emission tomography (PET)/computed tomography (CT) and technetium (Tc) methylene diphosphonate (MDP) bone scintigraphy and correlate these measures with overall survival.
- To develop and validate prognostic and predictive models of overall survival that include baseline clinical and molecular markers.
|Study Type :
|Interventional (Clinical Trial)
|Actual Enrollment :
|1311 participants
|Intervention Model:
|Parallel Assignment
|None (Open Label)
|Primary Purpose:
|Official Title:
|Phase III Trial of Enzalutamide (NSC# 766085) Versus Enzalutamide, Abiraterone and Prednisone for Castration Resistant Metastatic Prostate Cancer
|Study Start Date :
|January 2014
|Actual Primary Completion Date :
|November 2, 2018
Experimental: Arm A: (enzalutamide)
Patients receive enzalutamide 160 mg PO QD. Treatment will continue until confirmed disease progression or unacceptable toxicity.
Drug: enzalutamide
Enzalutamide 160 mg daily, orally
Experimental: Arm B: (enzalutamide, abiraterone, prednisone)
Patients receive enzalutamide 160 mg PO QD, abiraterone 1000 mg PO QD, and prednisone 5 mg PO BID. Treatment will continue until confirmed disease progression or unacceptable toxicity.
Drug: enzalutamide
Enzalutamide 160 mg daily, orally
Drug: abiraterone
abiraterone 1000 mg daily, orally
Drug: prednisone
prednisone 5 mg twice daily, orally
- Overall survival (OS) [ Time Frame: Up to 5 years post treatment ]
- Grade 3 or higher toxicity profile using National Cancer Institute (NCI) Common Terminology Criteria for Adverse Events (CTCAE) version 4.0 [ Time Frame: Up to 5 years post treatment ]
- Decline in Prostate Specific Antigen (PSA) [ Time Frame: Up to 5 years post treatment ]
- Progression Free Survival (PFS) [ Time Frame: Up to 5 years post treatment ]
- Objective response rate [ Time Frame: Up to 5 years post treatment ]
- Radiographic Progression Free Survival (rPFS) [ Time Frame: Up to 5 years post treatment ]
- Tumor burden and bone activity [ Time Frame: Up to 5 years post treatment ]
Choosing to participate in a study is an important personal decision. Talk with your doctor and family members or friends about deciding to join a study. To learn more about this study, you or your doctor may contact the study research staff using the contacts provided below. For general information, Learn About Clinical Studies.
|Ages Eligible for Study:
|18 Years and older (Adult, Older Adult)
|Sexes Eligible for Study:
|Accepts Healthy Volunteers:
Eligibility Criteria:
- Documentation of Disease - Progressive castration-resistant metastatic prostate cancer with histologically or cytologically confirmed adenocarcinoma of the prostate without neuroendocrine differentiation or small cell features
Patients must have measurable or non-measurable disease:
- Measurable Disease - For visceral or extra nodal lesions to be considered measurable, they must be ≥ 10 mm in one dimension, using spiral CT. For lymph nodes to be considered measurable (ie, target or evaluable lesions), they must be ≥ 20 mm in at least one dimension, using spiral CT.
- Non-Measurable Disease - All other lesions, including small lesions (longest diameter < 20 mm with conventional techniques or < 10 mm with spiral CT scan) and truly non-measurable lesions. Lesions that are considered non-measurable include bone lesions (only).
- Patients with node only disease (ie, no presence of visceral, extra nodal lesions or bone lesions) must have node(s) that measure ≥ 15 mm in short axis.
Progressive Disease - Patients must have progressive disease at study entry defined as one or more of the following three criteria that occurred while the patient was on androgen deprivation therapy. For patients enrolling on the basis of soft tissue or bone progression, the baseline scan must show progression relative to a comparison scan. If the comparison scan is not available, the baseline scan report must reference the previous scan to document progression.
PSA progression defined by a minimum of two rising PSA levels with an interval of ≥ 1 week between each determination. Patients who received an anti-androgen must have progression documented by a minimum of two rising PSA levels with an interval of ≥ 1 week between each determination such that at least the second of these rises is ≥ 4 weeks since last flutamide, bicalutamide or nilutamide.
The PSA value at the screening should be ≥ 2 µg/L (2 ng/mL) .
- Soft tissue disease progression defined by the protocol
- Bone disease progression defined by the Prostate Cancer Working Group 2 (PCWG2) with two or more new lesions on bone scan
Prior Treatment
No treatment with prior taxane-based chemotherapy for metastatic disease
- Patients who received prior taxane-based chemotherapy as neoadjuvant or adjuvant therapy for local disease, or who received taxane-based therapy in the PSA clinical (non-metastatic) state is allowable provided that the total duration of exposure was six cycles or less and chemotherapy was completed more than 6 months prior to registration
- Taxane-based chemotherapy that was aborted due to allergic reactions or intolerance to chemotherapy and therefore received one cycle of prior therapy is allowable
- No prior enzalutamide, abiraterone or other novel antiandrogen or androgen synthesis inhibitor
No treatment with any of the following for prostate cancer within 4 weeks prior to enrollment:
- Hormonal therapy (e.g., androgen receptor [AR] antagonists, 5 alpha reductase inhibitors, estrogens) Note: Treatment with bicalutamide and nilutamide within 4 weeks prior to enrollment is not allowed. Treatment with flutamide within 4 weeks prior to enrollment is not allowed. Treatment with all other gonadotropin- releasing hormone (GnRH) analogues or antagonists is allowed.
- Chemotherapy
- Biologic therapy
- Investigational therapy
- Immunotherapy
- No use of herbal products that may decrease PSA levels within 4 weeks prior to enrollment
- No use of systemic steroids greater than the equivalent of 10 mg of prednisone/prednisolone per day within 4 weeks prior to enrollment
- No prior use of ketoconazole for greater than 7 days
- No prior radiation therapy or radionuclide therapy for the treatment of metastasis within four weeks prior to enrollment
- Patients receiving bisphosphonate therapy or denosumab must have been on a stable dose for at least 4 weeks prior to enrollment
- Patients must maintain ongoing androgen deprivation therapy with a GnRH analogue, antagonist, or bilateral orchiectomy (i.e., surgical or medical castration)
Patient History
- No known or suspected brain metastases (NOTE: patients with treated epidural disease are allowed)
- No planned palliative procedures for alleviation of bone pain such as radiation therapy or surgery
- No structurally unstable bone lesions suggesting impending fracture
- No history of seizure or any condition that may increase the patient's seizure risk (e.g., prior cortical stroke, significant brain trauma). No history of transient ischemic attack (TIA) within 12 months of enrollment
No clinically significant cardiovascular disease including:
- Myocardial infarction (MI) within 6 months
- Uncontrolled angina within 3 months
- Congestive heart failure (CHF) with New York Heart Association (NYHA) class 3 or 4, or patients with NYHA class 3 or 4 in the past, unless a screening echocardiogram (echo) or multigated acquisition scan (MUGA) performed within three months demonstrates an ejection fraction (EF) > 45%
- History of clinically significant ventricular arrhythmias (e.g., ventricular tachycardia, ventricular fibrillation, torsades de pointes)
- History of Mobitz II second degree or third degree heart block without a permanent pacemaker in place
- Hypotension (systolic blood pressure [BP] < 86 mmHg) or bradycardia (< 50 bpm) at screening
- Uncontrolled hypertension (systolic BP > 170 mmHg or diastolic BP > 105 mmHg at screening)
- No gastrointestinal (GI) disorder that negatively affects absorption
- No major surgery within 4 weeks prior to enrollment
Age and performance status
- Age ≥ 18 years of age
- Eastern Cooperative Oncology Group (ECOG) performance status 0-1
- Asymptomatic or mildly symptomatic from prostate cancer
Required Initial Laboratory Values
- Granulocytes ≥ 1,500/µL
- Platelet count ≥ 100,000/µL
- Hemoglobin ≥ 9 g/dL
- Creatinine ≤ 2 x upper limits of normal (ULN)
- Bilirubin ≤ 1.5 x ULN
- Aspartate aminotransferase (AST) or alanine aminotransferase (ALT) ≤ 2 x ULN
- Albumin ≥ 3 g/dl
- Total testosterone ≤ 50 ng/dL (1.7 nmol/L)
To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.
Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT01949337
Show 539 Study Locations
|Study Chair:
|Michael Morris, M.D.
|Memorial Sloan Kettering Cancer Center
|Responsible Party:
|Alliance for Clinical Trials in Oncology
|ClinicalTrials.gov Identifier:
|NCT01949337 History of Changes
|Other Study ID Numbers:
U10CA031946 ( U.S. NIH Grant/Contract )
NCI-2013-01737 ( Registry Identifier: Clinical Trial Reporting Program )
|First Posted:
|September 24, 2013 Key Record Dates
|Last Update Posted:
|May 17, 2019
|Last Verified:
|May 2019
Prostatic Neoplasms
Genital Neoplasms, Male
Urogenital Neoplasms
Neoplasms by Site
Genital Diseases, Male
Prostatic Diseases
Neoplasms, Glandular and Epithelial
Neoplasms by Histologic Type
Anti-Inflammatory Agents
Hormones, Hormone Substitutes, and Hormone Antagonists
Physiological Effects of Drugs
Antineoplastic Agents, Hormonal
Antineoplastic Agents


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|Image taken from here
After all the work that the readers of And Then There Were Four did with coming up with suitable names for the royal pair, my mate Mary goes and ignores our advice! They didn't even select from the shortlisted names that the Danish media assured us was definitive! What is with that?
After months of waiting, some reported extra-curricular activity from Fred on the night before the Christening, the twins' names have been revealed. Vincent and Josephine it is (along with a bunch of other names following the Danish royal's tradition of four names).
Prince Vinnie - well we can't be calling him Prince Vince now can we?- and Princess Jo.
Vince and Jo. There's nothing remotely 'twinnie' about the name pair.
But what about the whole Mary and Josephine thing? Sound oddly familiar from somewhere?... Hmmmm.
I think they will always be Axel and Astrid to me.
What do you think of Mary and Fred's name choices?


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Mya Guarnieri
West Bank and East Jerusalem buses are already segregated
Yes, the suggestion to segregate buses is disgusting. But it shouldn't overshadow the fact that, if we consider Israel/Palestine as one continuous territory under a system that privileges Jewish Israelis, there is already de facto bus segregation on the ground in occupied East Jerusalem and the West Bank. No, I'm not Palestinian. But I experience this segregation every day because I work at a Palestinian university in Area B. Every morning, I make the trip to East Jerusalem, where I head towards the "Palestinian buses." Sure, there are Israeli buses that head into the West Bank, too. But they only…Read More... | 11 Comments


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Free Shipping on Orders Over $39
Free Shipping on Orders Over $39
Hamco & Kandoo Diapering Essentials
The joy of parenting is unlimited, except when it comes to diaper duty, something we'd all prefer to dodge. Fortunately, technological advances in the design of diaper pails and diaper disposal techniques have made diaper detail easier and a bit more pleasant. Even baby changing pads have seen marked improvements discover memory foam models along with disposable infant changing pads, portable changing kits and stylish diaper changing stations. Cleanup is easy with convenient diaper wipes soothing wipes are gentler than a washcloth and water and are suitable for newborn skin. Choose from chlorinefree, medicalgrade cloth wipes, sensitive baby wipes, fragrancefree wipes, aloe and Vitamin E enhanced wipes and more; use a wipes warmer to make diaper changing more comfortable for baby. Whether you are a new parent or a seasoned pro, browse our selection of modern diapering essentials for innovative diapering solutions and timesaving ideas.


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Obama Signals Lengthy U.S. Role in Iraq
President Says Crisis Won't Be Resolved Within Weeks
ERBIL, Iraq—President Barack Obama signaled the likelihood of an enduring U.S. military involvement in Iraq, but said airstrikes and other aid would only help contain the threat from Sunni extremists until the country's leaders form a new government to confront the crisis.
The latest offensive by the militant group Islamic State over the past week brought the fighters to within 25 miles of the capital of the semiautonomous Kurdish region, Erbil. The U.S. conducted three rounds of airstrikes on Friday aimed at halting further...


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WASHINGTON, Nov. 2 (UPI) -- U.S. President Obama and Republican rival Mitt Romney were tied at 48 percent among likely voters, a United Press International poll released Friday indicated.
The results of the UPI-CVoter poll marked the third straight day the two candidates were tied as Election Day approaches.
Obama's favorability rating stayed at 49 percent and his disapproval rating dropped 1 percentage point to 45 percent.
The U.S. economy's malaise remained the top concern of voters, with 49 percent saying it is the biggest issue facing the nation. Unemployment was named by 15 percent, results indicated.
Twenty-three percent said they believed the economy would improve within a year while 32 percent said they expect the recovery will take two to three years. Twenty-one percent said they thought the recovery would take longer and 7 percent said they didn't think the economy would ever recover.
Results are based on nationwide interviews with 1,094 likely voters conducted Oct. 26-Nov. 1. The margin of error is 4.5 percentage points.


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Indeck releases high-tech steam boilers
Indeck now has boilers available for plants that need superheated or saturated steam for chemical, steel, refinery, petrochemical, food, dairy, and pulp and paper processing industries. The boilers include the A-style design packaged watertube boilers capable of generating 250,000pph of superheated steam, and 800 psi design pressure (300-700 psig operating pressure range). Also ready for shipment are the high tech D-style packaged watertube boilers that generate 90,000pph of saturated steam, 395 psi design pressure, 100-360 psig operating pressure range.
The new A and D style water tube boilers come complete with manufacturer's standard boiler trim, low NOx burner, forced draft fan and motor, burner management/combustion controls, structural steel, ductwork and operation and maintenance manuals.
The Indeck boilers are designed for ease of delivery, install and start-up.
Installation of the boilers is intuitive with easily accessible piping connections and a single electric connection. In addition to watertube boilers, Indeck manufactures solid fuel boilers, waste heat recovery boilers, thermal oxidizers, biomass boilers, hot water boilers, high temperature hot water generators, firetube boilers and custom or specialty boilers to 1,000,000 pph.


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Killer Klowns From Outer Space
Who says that aliens always have to look like what we've seen time after time in sci-fi and horror movies? Aliens could actually come to Earth looking like circus clowns and that's exactly the premise of the 1988 giggle-fest known as "Killer Klowns from Outer Space". It tanked upon its initial release but over the years, "Killer Klowns" has garnered a cult following. It's a visual extravaganza, thanks in large part to Arrow Video's stunning 4k restoration. Circus alien clowns have never looked so colorful before.
A few years before Pennywise the killer clown from "It" would grace the TV and movie screen, murderous aliens came to earth disguised as mischievous clowns to wreak havoc on a small town. That's basically the minimal plot in "Killer Klowns from Outer Space". It's up to boyfriend and girlfriend Mike (Grant Cramer, "New Years' Evil") and Debbie (Suzanne Synder, "Weird Science") to try and stop them. Naturally, local authorities think they're bananas.
After residents keep disappearing in cotton candy cocoons and getting killed by popcorn guns, Mike and Debbie take matters into their own hands. Featuring virtually no blood and minimal violence, "Killer Klowns" is a rare horror/comedy that wants to entertain with laughs and not gore.
Arrow Video's generous Blu-ray release includes an array of bonus materials to enjoy:
"Let the Show Begin: Anatomy of a Killer Song" - an interview with the punk rock band The Dickies, who perform the theme song to "Killer Klowns"
"The Chiodos Walk Among Us" - a documentary with the Chiodo Brothers, who created and directed the movie
"Tales of Tobacco" - an entertaining interview with actor Grant Cramer
"Debbie's Big Night" - an interview with actress Suzanne Snyder
Other featurettes examine the special effects and clown costumes used in "Killer Klowns". All in all, this Blu-ray exceeds expectations in both its high-definition presentation and the special features.
"Killer Klowns from Outer Space"


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Y-3 3-Stripes Selvedge Matte Track Jacket
- Description
- Details
Recalling the beginning of Y-3, the 3-Stripes Selvedge Matte Track Jacket roots itself in simplicity. The sport-driven style has a high stand-up collar and 3-Stripes tape down the raglan sleeves. Lined with mesh, the modern jacket is cut for a slim fit.
Front zip pockets; Full zip with ribbed stand-up collar; Raglan sleeves; Mesh lining; Ribbed cuffs and hem; 3-Stripes tape on sleeves; Embroidered Y-3 logo on back; We partner with the Better Cotton Initiative to improve cotton farming globally; Care instructions: Gentle machine wash cold with like colours, dry flat, iron low; Dry clean possible; Slim fit; Main: 53% cotton / 47% nylon doubleknit; Lining: 100% polyester mesh