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Obstetrics and Gynecology
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Chicken salads are a scrumptious way to simplify the demands of Shabbat lunchtime entertaining. If I'm preparing chicken for a Shabbat dinner, I always add an extra one or two to the roasting oven or several chicken breasts to the grill.
This will allow leftovers for a weekend chicken salad that sometimes will last through the beginning of the week. These salads are so appealing and wholesome that they can be the star and main course of a warm evening dinner.
Start with cooked chicken (fresh or leftover), add top-notch produce, fresh herbs and flavor enhancers, such as garlic, vinegar and mustard. The result is a main dish with maximum flavor and minimum amount of effort. These tasty salads are attractive to the eye, as well as refreshing, yet substantial, to the palate.
The following recipes illustrate some of the possibilities. Accompaniments need not be more than good crusty bread and an appropriate seasonal beverage.
Chicken-Salad Niçoise
Dressing Ingredients:
1 cup olive oil
1/4 cup fresh lemon juice
3 Tbsps. chopped basil
1/2 tsp. thyme
2 cloves garlic, minced
1/2 tsp. freshly ground pepper
2 Tbsps. Dijon mustard
6 boneless, skinless chicken-breast halves, cooked and cut into strips
11/2 lbs. small red potatoes, quartered and cooked
1 lb. green beans, trimmed, cut into 2-inch pieces and cooked just until tender
1 pint cherry tomatoes, halved
1 yellow or red bell pepper, seeded and cut into strips
1 cup niçoise olives, pitted and halved
2 Tbsps. capers, rinsed and drained
2 watercress or arugula leaves
salt and pepper
2 cups mixed greens
In a small bowl, whisk together the dressing ingredients until well-blended.
In large bowl, combine the chicken with the potatoes, green beans, tomatoes, pepper, olives, capers and watercress.
Toss with most of dressing, and taste for salt and pepper. Toss the greens with the remaining dressing.
Line platter with greens and top with chicken salad.
Serves 8.
Santa Fe Chicken Salad
Chili-Cumin Vinaigrette:
1/4 cup sherry vinegar
1 Tbsp. Dijon mustard
1/2 tsp. sugar
1 tsp. ground cumin
1/2 jalapeño pepper, seeded, deveined and minced
1/2 cup olive oil
4 cups diced, cooked chicken
1 red pepper, seeded and diced
1 red or yellow pepper, roasted, peeled, seeded and cut into strips
4 green onions, thinly sliced
2 cups cooked corn kernels, fresh or frozen
2 cups cooked black beans
salt and pepper
1/4 cup coarsely chopped cilantro
Combine the vinaigrette ingredients until well-blended.
In large bowl, combine the chicken, red pepper, roasted pepper, green onions, corn and black beans.
Toss with the vinaigrette.
Taste for salt and pepper, and garnish with cilantro.
Serves 6 to 8.
Triple-Mustard Chicken Salad
Dressing Ingredients:
1 cup mayonnaise
3 Tbsps. sweet-hot mustard
2 Tbsps. Dijon mustard
1 Tbsp. grainy mustard
1/4 cup fresh lemon juice
salt and freshly ground pepper to taste
6 cups diced, cooked chicken
4 celery stalks, sliced
1 red bell pepper, seeded and diced
1 head radicchio lettuce, halved and thinly sliced
Romaine lettuce leaves
1/2 cups chopped fresh parsley
In a medium bowl, combine the mayonnaise with the mustards, lemon juice, salt and pepper.
In a large bowl, combine the chicken, celery, pepper and radicchio. Toss with the dressing.
On a round or oval platter, arrange the Romaine leaves around in a spoke-like pattern.
Mound the chicken salad in center and sprinkle with parsley.
Serves 6 to 8.
Louise Fiszer is a California cooking teacher and food writer. Contact her at: [email protected]

subset: commoncrawl


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Hotel Supply 2 years ago in Uncategorized 0
Tag: hotel soap
Is the product for your hotel? You can reach the best quality materials for hotel slippers, hotel shampoos and all the products you need for your hotel. You're in the right place! Innovative and of high quality manufacturing with 48 people team at sancaktepe istanbul in 3150 m2 closed factory area. We use the best raw materials, we work with high-tech machinery. High qualified team…


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Economic indicators
Also found in: Dictionary, Thesaurus, Medical, Encyclopedia.
Related to Economic indicators: Leading economic indicators
Economic indicators
The key statistics of the economy that reveal the direction the economy is heading in; for example, the unemployment rate and the inflation rate.
A signal of a security's or the broader economy's health. An indicator may cause a company's stock to rise or fall in price. Indicators can be technical or fundamental in nature. There are three basic types of indicator. A leading indicator occurs before an event or trend takes place, and is thought to be predictive. A coincident indicator happens at the same time as the general trend. Finally, a lagging indicator occurs after the trend is well established, and is thought to confirm it. See also: Signal.


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Marijuana is considered an illegal drug, its possession, use, cultivation or sale is prohibited by federal and state law. The term "medical marijuana" refers to legal possession, use and cultivation of cannabis plant for medical reasons.
Medical marijuana is used as a form of treatment and pain relief by people who suffer from painful symptoms that come from:
- cancer
- epilepsy and others.
California was the first state that legalized medical marijuana in November 1996. You must have a doctor's recommendation and a license to cultivate and possess it. The doctors that prescribe marijuana and people who use it in limits set by law are free from criminal charges. Nowadays 20 states legalized marijuana for medical purposes, some of them are: Colorado, New-Jersey, Nevada, Massachusetts, Hawaii. Two states made it legal to use marijuana for recreational purposes, these are Colorado and Washington.


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Single room, with view of Piazza del Duomo and the Cathedral, 14 m².
Room facilities: view, telephone, flat-screen TV, safety deposit box, air conditioning, heating, hairdryer, free toiletries, minibar, wake-up service, shower.
Bed Size: one single bed.
Rate: from € 50 till € 150
City tax not included in the rate.
Price is per room, not per person. Includes breakfast.


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From a simple sheet on which to draw, to it's combination with glue and water to make papier-mache sculptures, paper is the most common of art materials and, yet, undoubtedly the most versatile.
James Gallery director Paul Cicozi asked a selection of local and nationally recognized artists the gallery represents to produce works made with paper for the exhibit "Pulp Friction." The show is up, and, as visitors will see, all of the artists who participated have used paper -- often in unpredictable ways.
Cicozi says that what is unique about this exhibit is that each artist has a distinctly different approach to manipulating the material. "The use of paper is the underlying theme, but everyone in the show has taken it in a different direction as far as process and use of the material," he says.
The first thing visitors will see upon entering the gallery are Scott Sandell's "Kites," which are three large-scale hanging artworks that are suspended from the rafters of the gallery space.
Incorporating digital imagery printed on large sheets of paper, each kite-like form is suspended inside an aluminum ring that, in theory, allows them to move with the subtlest of breezes within a space. Being close-up shots of graphs on paper and organic matter, the imagery is not discernibly specific. Rather, simple shapes and vibrant colors become the focus of these large-scale works that are sure to grab attention, even from the street.
Not far away hangs a large-scale encaustic painting titled "Juice" by Lorraine Glessner, which also incorporates digital prints. It's the largest of several works by this Philadelphia-based artist who incorporates digital imagery of very real things, such as flamingos and flowers, among layer upon layer of thick, pigmented wax, ultimately forming very abstract compositions that are unusual for their subtle changes in texture and hue.
Not just paper, but sandpaper is the medium of choice for Barbara Rachko from New York City. A frequent traveler to Mexico and Guatemala, the artist is a collector of folk art in the form of brightly painted wooden masks and dolls, which she uses as subject matter for her pastel drawings. The three of them on view here -- "Alpha," "Paranoia" and "Stasis" -- feature a wide array of these folk art figures fleshed out in layer upon layer of thick, saturated color.
Much of the remaining works on display are by locals. South Hills-based Bovey Lee has several of her rice-paper cutouts on display. Most notable is "The Zodiac Project," which is comprises illustrations of the animal characters of each of the 12 signs of the Chinese zodiac calendar, painstakingly cut out of thin sheets of rice paper.
Making the most of old books, magazines and pieces of scrap paper, David Wallace of Turtle Creek displays a dozen collages that have a certain minimalist flair, yet speak volumes. For example, the piece "Twofold" features a man with demonic eyes, thanks to two red dots, properly placed. Devilish in his appearance, he is quite the opposite of the lovely ladies featured in "In Bloom" and "My Studies," who are beautifully arranged with flowers in their hair.
Contrast is an element shared with Patricia Bellan-Gillen's much larger "Diver/Whirlpool" monoprint that hangs opposite Wallace's collection of works. This Burgettstown-based artist and Carnegie Mellon University professor of art is known for using juxtaposition in her work, and this piece is no different.
As to be expected, there are several works in the show that push the limits in terms of paper. Most notably, the work of Dana Ingham of McKees Rocks who takes the simple art form of cut paper into three dimensions. Well, actually four, thanks to the use of silvered paper that casts shadows and light among the tiny figures of folks he photographed walking the streets of Pittsburgh, then meticulously cut to miniature scale.
And Amy Lipshie of Fox Chapel has made the most of cereal boxes, which she has cut, folded, woven and glued into magnificent sculptures. One resembles the Stanley Cup, and another, titled "Sunburn," resembles a Grecian urn. Colorful, quirky and quite funny, they really are a sight to behold.
Finally, Paul Chojnowski of Atlanta has taken paper to the edge, of destruction that is, with his self-described "fire drawings." Four of them on display here contain a familiar view of Downtown Pittsburgh, but remarkably, each was made with a blowtorch. With soft hues of burnt sienna and blackened ash, they seem to flicker as if still on fire. Quite the successful artist, Chojnowski has made these types of drawings of many cities, mostly New York. But Cicozi asked him specifically to come up with ones that featured our city, and he has done so wonderfully


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Samsung NU8000 vs Sony X900F Review – Which is a better choice?
Samsung NU8000 is the flat model of Samsung's 2018 4K HDR TV lineup Series 8, while Sony X900F is the second top model of Sony's 2018 4K HDR TV lineup. In the market, X900F comes in 5 screen sizes including 49 Inch (XBR49X900F), 55 Inch (XBR55X900F), 65 Inch (XBR65X900F), 75 Inch (XBR75X900F), and 85 Inch (XBR85X900F). On the other hand, NU8000 also comes with a lot of screen size option including 49 Inch (UN49NU8000), 55 inch (UN55NU8000), 65 Inch (UN65NU8000), 75 Inch (UN75NU8000), and 83 Inch (UN82NU8000). With the same screen (UN49NU8000 vs XBR49X900F, UN55NU8000 vs XBR55X900F, UN65NU8000 vs XBR65X900F, and UN75NU8000 vs XBR75X900F), X900F is priced hundreds dollar more expensive than NU8000, depends on the screen size. One of their similarities, both of them equally come with VA panel that certainly make they have excellent native contrast ratio. So, which is superior between them and refer to the price, which is a better choice between them?
Short Review of Sony X900F
As we have mentioned, Sony X900F is the second top model of Sony's 2018 4K HDR TV lineup and also the successor of X900E. As a newer model, it brings some improvement and additional features over the predecessor that should make its performance is better. One of the improvement offered by X900F than the predecessor is about its picture engine where it now is powered by 4K HDR Processor X1 Extreme. With this processor, now it doesn't just support HDR 10 and HLG only, but also Dolby Vision. Additionally, the use of X1 Extreme processor where there are the number Sony's advanced technologies embedded like Dual Database Processing, Super Bit Mapping 4K HDR, Object-HDR Remaster and others also brings some improvements on some aspects of picture quality that certainly also makes picture produced is also better than predecessor.
Like the predecessor, on this panel, X900F uses VA panel with Direct Led backlight and Full Array Local Dimming. But it brings the improvement on the number of dimming zones. It is claimed has the same number of dimming zones than X930E in last year. But even so, how exact are the number of dimming zones of X900F, Sony doesn't clearly reveal. But that is for sure, its local dimming works better than the predecessor X900E. Additionally, it is also powered by TriLuminos display technology and some other technologies like Precision Color Mapping, Super Bit Mapping 4K HDR, and others that helps to produce wide color gamut and excellent gradient of colors. And for maximizing its peak brightness, X900F is powered by X-Tended Dynamic Range Pro 6X. Powered by all of these technologies makes the picture displayed on the screen of X900F looks excellent for its class.
Meanwhile, for maximizing the picture produced when playing fast moving image, X900F is powered by X-Motion Clarity as in lieu of Motion Flow XR960. Both of these technologies might equally base on native 120 Hz refresh rate panel. But unlike Motion Flow technology where to minimize motion blur, it insert black frame at entire screen that makes the luminance drops, X-Motion Clarity uses different method where it inserts the black frame limited to the areas where motion occur by utilizing its Full Array Local Dimming, so blur can be minimized while luminance is still maintained.
Additionally, for connecting with other devices, Sony X900F is equipped with 4 HDMI ports, 3 USB ports, and others, allow you to connect most of your other devices on X900F at once. And to bring attractive smart experience at your home, it is featuring Google Android TV version 7.0 as its smart platform where on this version, it already supports Amazon Alexa and Google Assistant. A bit unfortunate, it is only equipped standard 2.0 channel speaker systems with 20 watts of sound output that certainly makes its sound quality is less impressive.
>> Please click here to see the price of X900F on Amazon <<
Short Review of Samsung NU8000
As we have mentioned, Samsung NU8000 is the flat model of Samsung's 2018 Premium UHD TV series 8 and it is also the successor of MU8000. Compare to the predecessor, it also brings some improvements and additional features that make you more comfort when enjoying HDR experience and Smart Entertainment in your home. One of the main highlights brought by NU8000 is about HDR 10+, a new HDR format introduced by Samsung and backed by the number of big names like Amazon, Panasonic, and others. It is the enhancement of HDR 10 that uses dynamic metadata. If Sony X900F has Dolby Vision as its dynamic HDR, Samsung NU8000 has HDR 10+ as its dynamic HDR.
Like X900F, Samsung NU8000 also uses VA panel, make it has excellent native contrast ratio. But as its backlight technology, it uses Edge-Lit LED backlight with a local dimming technology called "Ultra Slim Array". Additionally, for maximizing brightness and black level reached, there are also Supreme UHD Dimming and Contrast Enhancer technology behind NU8000. This allows NU8000 can produced deep black level that makes its dark room performance is excellent. For delivering wide color gamut, NU8000 is powered by Dynamic Crystal Color. This makes the colors of picture of images displayed on the screen of NU8000 looks fairly accurate, even when showing HDR images which require wide color gamut coverage. But unlike the predecessor MU8000 where there is Peak Illuminator Pro as its brightness enhancement technology, Samsung doesn't list the technology as the specification of NU8000 at its official website. We don't clearly know, whether Samsung doesn't just list this technology as its specs or this technology indeed has been removed from NU8000. But that is for sure, Samsung NU8000 has a bit brighter peak brightness and can show a bit brighter picture than the predecessor MU8000.
As its motion clarity enhancement technology, there is no change over the predecessor. Samsung NU8000 is powered by Motion Rate 240 based on native 120 Hz refresh rate panel. Combined to its low pixel response time, this allows NU8000 can do a god job when handling motion blur. Meanwhile, as their connectivity, it is equipped with 4 HDMI ports, 2 USB ports and others. But unlike the predecessor where most of its inputs/outputs are installed on One Connect Box Mini, on NU8000, its inputs/outputs are installed on the panel directly (rear and side). Additionally, for delivering impressive sound quality, it is equipped with 2.1 channel speaker system with built-in sub-woofer and 40 watts of total sound output. And as its smart TV platform, Samsung NU8000 is featuring Tizen 2018 that powered by a quad core processor. For optimizing its voice navigation, it also comes with Samsung's Bixby. Meanwhile, if Sony X900F has Amazon Alexa as its Smart Home application, NU8000 has "SmartThing".
>> Please click here to see the price of NU8000 on Amazon <<
Samsung NU8000 vs Sony X900F Specs
|Specs and Features
|Sony X900F
|Samsung NU8000
|Size Available
|49 Inch (XBR49X900F), 55 Inch (XBR55X930F), 65 Inch (XBR65X930F), 75 Inch (XBR75X930F), 85 Inch (XBR85X900F)
|49 Inch (UN49NU8000), 55 Inch (UN55NU8000), 65 Inch (UN65NU8000), 75 Inch (UN75NU8000)
|Panel Type
|VA Panel
|VA Panel
|4K (2160 x 3840)
|4K (2160 x 3840)
|LED Backlight
|Direct Led
|Edge LED
|Local Dimming
|Yes (Full Array Local Dimming)
|Yes (Ultra Slim Array)
|Picture Engine
|4K HDR X1 Extreme
|HDR Plus
|Color Technology
|TriLuminos Display
|Dynamic Crystal Color
|Other Features
|X-tended Dynamic Range Pro (6X). Advanced Contrast Enhancer, Super Bit Mapping 4K HDR, Object-based HDR Remaster technology, Dual Data Base Processing, Precision Color Mapping, etc
|Supreme UHD Dimming, Contrast Enhancer, Etc
|HDR (High Dynamic Range)
|HDR 10, HLG, Dolby Vision
|Motion Control
|Motion Flow XR960 (native 120 Hz refresh rate)
|Motion Rate 240 (native 120 Hz refresh rate), UN49NU8000 49" : Motion Rate 120 (Native 60 Hz Refresh Rate Panel)
|Smart TV Platform
|Android TV Version 7.0
|Tizen OS 2018
|Quad Core
|Smart Home Application
|Amazon Alexa
|Voice Assistant
|Google Voice Assistant
|Samsung's Bixby
|Audio Channel
|Speaker Type
|Bass Reflex Speaker
|Down Firing + Front Firing
|Audio Output
|10 W + 10 Watt
|40W (10W x 2, Woofer 10W x 2)
|HDMI Ports
|USB Ports
|See the price on Amazon
|See the price on Amazon
Sony X900F vs Samsung NU8000 Performance
Picture Quality
Contrast and Black Level
Since both Samsung NU8000 and Sony X900F use VA panel, this certainly makes them have excellent native contrast ratio. Their native contrast ratio is almost similar. When their local dimming is disabled, NU8000 has a bit stronger native contrast ratio, but when their local dimming is enabled, the native contrast ratio of X900F is a bit stronger. This is due the local dimming of X900F works better than NU8000. Nevertheless, ignoring their difference, their native contrast ratio is great and strong enough to produce deep black level, makes black of images displayed on their screen looks really black. On the other hand, although NU8000 also has a bit better black uniformity than X900F, but overall, their black uniformity is equally very good. Combine good black level and black uniformity, dark scene of images displayed on their screen will look excellent, even when they are set in a dark room where the impact of high native contrast ratio is sensitive. Additionally, the depth of black level reached by both Samsung NU8000 and Sony X900F is also dark enough to reveal more information in dark scene of HDR images. The result, shadow details of HDR images displayed on their screen looks excellent like the intended.
Winner: Draw but X900F has better local dimming performance
Peak Luminance
While Samsung NU8000 and Sony X900F have almost similar black level and native contrast ratio, in term of peak brightness, X900F is superior to NU8000. Peak brightness of X900F is excellent, even can be said the best in class. With close to 1000 nits at small window size and more than 500 nits at large window size, this certainly is quite bright to overcome the glare if ambient light when it is used in a bright room. Meanwhile, when inputted by HDR, X900F even can reach brighter peak brightness. On the other hand, its local dimming also well-works to brighten the small window size. The result, a small bright object like highlight of HDR image can be shown brighter. Additionally, although when showing a scene with all objects are bright, its brightness looks dimmer, but still above 600 nits that means it is great. This is unlike that happens on OLED TVs where when showing a scene with all objects are bright, their brightness drops to below 200 nits. But a bit unfortunate, when showing a bright small object in dark background, unwanted adjacent lights or "blooming" is still visible around small bright object.
Meanwhile, for Samsung NU8000, when inputted by SDR signal, its peak brightness might not as bright as X900F, but it is still quite bright to fight the glare, makes the picture displayed on its screen looks remain good when set in a bright room. But since its reflection handling is also not as good as X900F, of course in maintaining its picture from the glare, its performance is not as good as X900F. But overall, its performance in a bright room still can be said well. Like X900F, when inputted by HDR signals, NU8000 also can reach brighter peak brightness, but still not as bright as what reached by X900F. A small bright object also can be shown brighter, while a scene with all objects are bright also looks a bit dimmer like that happen on X900F. Blooming is also visible at around small bright object, but far better than on the screen of TVs without local dimming.
Overall, although Sony X900F can show brighter bright scene and highlights than Samsung NU8000, but overall, their performance is great for each of their class. Keep in mind, with the same screen size, NU8000 is priced hundreds dollar cheaper than X900F. But even so, since HDR images are usually mastered at 1000 – 4000 nits of brightness range and the minimum peak brightness set by UHD alliance to show information in bright scene of HDR images like the intended is 1000 nits, of course, both Samsung NU8000 and Sony X900F are not able to show highlight of HDR images like the intended.
Winner: X900F
Color Reproduction
Both Samsung NU8000 and Sony X900F already support wide color gamut. Although for this case, Sony X900F has wider color gamut than Samsung NU8000, but its excellence is not too significant. Deep greens might not be shown as saturated as other colors but overall, both of them can show most of colors in DCI P3 fairly accurate. This certainly makes colors of HDR images which mastered in DCI P3 like HDR 10 contents looks fairly accurate. Additionally, its color coverage in Rec.2020 is also fairly good, makes colors of HDR images mastered in Rec.2020 also looks fairly accurate. A bit advantages offered by Sony X900F is when showing darker colors. Overall, Sony X900F can show its wide color gamut at entire brightness range, even for darker colors, while on the screen of MU8000, darker color looks a bit less saturated than brighter colors. Meanwhile, discussing about their color gradient, Sony X900F also offer better performance behind it. With Super Bit Mapping 4K HDR behind it, it can process 10 bit depth of colors excellently, result in smooth color gradient with no major color banding. On the other hand, although not as excellent as X900F and some little imperfection might still be visible at darker color, but overall, Samsung NU8000 can also show its color gradient fairly well.
Winner: X900F
Side Viewing Angle
Since both of them use VA panel, this certainly makes their side viewing angle coverage is poor. Started at less than 20 degrees off center and front, color will look shift and the wider angle, the color shift will be more noticeable. Meanwhile, black level even start degrade at narrow angle and this will make black will tend to look grey than black. And the wider angle, black will tend to look greyer. This certainly make when viewed from the angle, the picture displayed on their screen doesn't look as good as when viewed from the center and front. As long as you don't often watch TV from an angle, this should not be a problem for you, but otherwise, if you often watch TV with a group of your families where they are watch TV from multiple angles. And if you don't feel comfort with this condition, IPS TV like LG SK9000 might be a better option for you.
Winner: Draw
Motion handling and 24p Playback
As we know, one of the major factors that has a big impact on the performance of a TV in handling motion blur is the transition time that required by a pixel to fully change from a color to another color or called pixel response time and the lower pixel response time of a TV, the shorter and fainter a trail that follow fast moving object that certainly makes blur is less noticeable. For this case, the pixel response time of Sony X900F is extremely low that is close to 3 ms while the pixel response time of Samsung NU8000 is a bit less than 5 ms. This might not as excellent as what offered by OLED TV that has pixel response time far lower than 0.1 ms, but overall, for LED TV, what offered by them are great. When playing fast moving object, following a fast moving object, there is only a very short faint trail where most people might not notice. But since X900F has lower pixel response time, on its screen, a faint trail looks shorter than on the screen of NU8000.
Additionally, since both of them have local diming technology, to dim its screen, they equally use PWM Dimming system. PWM Dimming System is required to insert the black frame on the fast motion contents, but on the other hand, this will cause flickers. The difference between them, X900F uses 720 Hz of PWM Dimming frequency, while NU8000 use 240 Hz. The result, flicker will be more noticeable on the screen of NU8000 than X900F due the dimming frequency of X900F is far higher than NU8000. You need to know, flicker is required to help fast motion looks clearer, particularly when playing 60 fps contents or other content with motion interpolating, but on the other hand, it will cause unwanted duplications. For this case, flicker might be more noticeable on the screen of NU8000, but its effectiveness to clear up fast motion is better than X900F.
Meanwhile, in handling the judder when playing 24p videos, Sony X900F offer a bit better performance than Samsung NU8000, particularly when playing 24p contents via 60i signals like movies from Satellite TV. No matter the frame rate of the videos, whether it is native 24p videos like Blu-Ray or DVD's movies, 24p videos via 60p signals like movies from streaming device, 24p videos via 60i signals, and 24p videos via streaming apps like Netflix, Amazon and others, all of them will be shown clearly and smoothly on the screen of X900F with judder-free. On the other hand, the excepting of 60i contents, Samsung NU8000 is also able to show them clearly with judder-free. This means, when playing movies from satellite TV, NU8000 cannot completely remove the judder. But even so, usually, there will a firmware update of NU8000 in future that will fix this issue. Additionally, since most of people don't sensitive to judder, this should not bothersome their convenience when watching movies.
Winner: X900F
As their major connectivity, both Samsung NU8000 and Sony X900F equally equipped with 4 HDMI ports. All of their HDMI ports already support HDCP 2.2 when one of their HDMI also already support ARC (Audi Return Channel). For this case, for NU8000, that support ARC is HDM 4 while for X900F is HDMI 3. The difference, all of HDMI ports of NU8000 already support HDMI 2.0 Full Bandwidth, while for X900F, which support HDMI 2.0 are only two ports, those are HDMI2 and 3. About USB ports, Sony X900F has 3 USB ports where 2 ports are USB 2.0 on USB 2 and 3, while 1 port is USB 3.0 on USB 1. While NU8000 only has 2 USB ports and all of them are USB 2.0. In addition to USB, they are also equally equipped with 1 RF IN (Terrestrial), 1 Digital Audio Out (Optical), 1 Ethernet, Built-in Wi-Fi and also Built-in Bluetooth. The difference is about Composite IN and Analog Audio Out where X900F is equipped with these inputs/outputs while NU8000 is not equipped.
Meanwhile discussing about their input lags, Samsung NU8000 has better input lags than Sony X900F In "PC Mode" and "Game Mode". No matter the resolution, the input lags of NU8000 are lower than 20 ms that means great. The result, playing any games on NU8000 will feel responsively even for fast paced games which require fast reflexes. On the other hand, the input lags of Sony X900E are depending on the resolution. Although not as low as NU8000, its inputs lags at 4K resolution is still lower than 25 ms that means it is still great for any games. But at 1080p source, its input lags are a bit too high. Its input lags at 1080p might still good enough for most games, particularly casual games, while for fast paced games, it might be a bit disappointing.
Winner: NU8000
Smart TV
Both of them are equally featuring attractive smart TV platform. Samsung NU8000 comes with Tizen 2018 that powered by a quad core processor, while Sony X900F comes with Google Android TVs. In terms of "User Interface", Tizen OS is superior where the apps, features, and menu are organized well on a strip bar at the bottom across the screen. Once the app or menu is highlighted, a pop up window will appear thereon contains most popular contents or sub menu. As the example, when you highlight "Netflix" the pop window will show most popular videos and so on. This certainly makes navigating on Tizen is easy. On the other hand, with a lot of pre-installed apps, this precisely makes its user interface is quite crowded. Its Home screen is very long, and to see everything, you must make a lot of scrolling. Meanwhile, their performance is also equally inconsistent. At certain moment, once the app is launched, it will quickly open with smooth animations, but at other moment, it will need a second or two before opening and their animation will be a bit choked up. As their pre-installed apps, both of them equally provide a lot of most popular and attractive apps like Netflix, YouTube, Amazon Videos, Cloud Games, Web Browser, Live TV, and many more. The excellence of Google Android TV is about its apps store named Google Play Store where since it is supported by tons of developer, this certainly contents, apps, games, and many more are also very complete and huge. On the other hand, although not as many and complete as Google Play Store, Tizen OS also has a app store named Samsung Apps Store that also provides a lot of apps, games, contents, and more. Both of these smart platforms also already support Smart Home applications, NU8000 comes with Samsung Smart Thing while X900F comes with Amazon Alexa.
As their controller, both of them are equally equipped with smart Remote. The remote of NU8000 is small and only has few buttons. Otherwise, the remote of Sony X900F is large and has a lot of buttons. Both of these remote are equally equipped with built-in microphone for voice navigation. To make their voice navigation can do a lot more commands, Google Android TV comes with Google Assistant, while Tizen OS comes with Samsung Bixby. Additionally, both of these remote can also equally act as a universal remote, allow you to control some functions of other devices which already support HDMI CEC. For this case, Sony's remote works along with IR Blaster, while Samsung's remote works alone. Even with OneRemote Feature, Samsung's remote is not just able to control other devices that support HDMI CEC only, but also other device which don't support HDMI CEC.
Winner: Draw
>> Please click here to check the latest price of X900F on Amazon <<
>> Please click here to check the latest price of NU8000 on Amazon <<
|Samsung NU8000
|Sony X900F
|Color Gamut
|Peak Brightness
|HDR Performance
|Viewing Angle
|Motion Handling
|Input Lag
|UHD Up-scaling
|Smart TV
|Audio Performance
From all we have discussed a lot above, overall, Sony X900F has better picture quality than Sony NU8000, particularly when they set at extremely bright room or when showing bright scenes. Since X900F has brighter peak brightness and better reflection handling, it can better maintain its picture quality in a bright room than NU8000. Additionally, its excellence in peak brightness also makes it can show HDR images better than NU8000, particularly when showing bright scene or highlight of HDR images. Its better performance in local dimming also makes blooming can be better reduced. Not just on picture quality Sony X900F is superior, but also at some other features like motion handling and others. On the other hand, the major excellence offered by NU8000 is on its input lags, where its input lags is extremely low that means great for any kind of games, while the input lags of X900F at 1080p source is a bit too higher for fast paced games. Additionally, although at the other components like motion handling, peak brightness, color gradient, local dimming, HDR performance, and others, performance of NU8000 is not as good as X900F, but what offered by NU8000 is also pretty good. Additionally, since both of them equally use VA panel, poor viewing angle coverage equally become their major drawback.
So which is a better choice between them? As we have mentioned above, although overall, Sony X900F has better picture quality and performance than NU8000, but with the same screen size, it is priced hundreds dollar more expensive. On the other hand, although its performance and picture quality is not as good as X900F, but what offered by NU8000 is already fairly good and not too far behind X900F. While the major advantage offered, it is priced much cheaper. Now, the decision comes back to you according to your preference and budget. If you don't mind to spend more hundreds dollar to get the advantages offered by Sony X900F, of course it is a better choice for you. But if your budget is limited, Samsung NU8000 is also not a bad choice and what offered is not too far behind X900F.
>> Please click here to buy Sony X900F on Amazon <<
>> Please click here to buy Samsung NU8000 on Amazon <<


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Aloha, Islanders!
We have a big gift from mighty Santa in this year! Bermudos community meeting a very special guest – BENJAMIN ALEXANDER at our place at Nai Harn!
Benjamin Alexander spins a unique blend of Deep house, tech House and Techno to create the perfect mood for any setting, be it a sublime beach side sunset event or 5am basement night club. He's at his best leading crowds by the hand through high energy beats into more darker, moody sounds. But this doesn't mean he doesn't know how to party with the crowd, always in tune with his audience Benjamin likes to see himself as much a member of the dance floor as the DJ while spinning.
Beginning his career shortly after the start of the new millennium spinning Garage all over London and on pirate radio station 95.5 Entice FM. His faced paced mixing style and deep selection of bass focused tracks gave him a great deal of exposure in a short time span.
It wasn't until after reading an Electronic Engineering degree and moving to Asia that Benjamin really started to set the wheels of performance in motion. this time spinning the more global sound of House. Initially he focused on private parties in Bangkok and Phuket before becoming a semi-regular feature at the country's best clubs and bars, notably Bed Supper Club, Fashion TV Bar and Twisted Republic.
Shortly after relocating from Bangkok to Hong Kong he secured a residency at Volar, one of Hong Kong's most respected clubs (previously placing 82nd in DJ Mag's Top 100 clubs) regular host to global super star DJs such as Laurent Garnier. Benjamin also holds a residency at unquestionably the best party place in Macau; Club Cubic. His position in these venues has had him play alongside global names such Darren Emerson (former member of Underwold), Benny Benassi, MOGUAI, Above and Beyond, Boyz Noise and Kavinsky to name a recent few.
In 2011 he took his sound back West featuring on the Robot Heart sound system at the global creative melting pot; Burning Man. He shared the same stage with the likes of Jamie Jones, Lee Burridge, Art Department, Damian Lazarus, Soul Clap and many more!
Most recently Benjamin has taken the plunge into the production side of the game and his first few tracks have received masses of positive feedback, he hopes his own work can be a much bigger part of his live sets over the coming years.
Line up:
KAGO DO [Traum, Bermudos]
DE WACHTKAMER [Bermudos]
Free Entrance
Google map with bar location: http://goo.gl/maps/BxKAS
[soundcloud url="https://soundcloud.com/robot-heart/benjamin-alexander-robot-heart-burning-man-2013″ comments="true" auto_pl


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Public Records Search
Florida State Courts Administrator
State office
State Courts Administrator
500 S Duval
Records Available:
The Florida State Courts system was reorganized in 1973 to a two-tier system. There are 67 county courts for small civil suits and 20 circuit courts for criminal and larger civil suits. Over these are the Supreme Court and five district courts of appeal, with the Office of the State Courts Administrator responsible for the case reporting system. Supreme Court decisions are online for 1999-present, with those of the five district courts of appeals generally available from 2001-present.
Florida Court Record Availability
Except for certain online research capabilities, all trial court record access must be done at the local level.
Access to Florida Court Records
Retrieving Records
Since 2001, the Florida Association of Court Clerks Services Group's website (MyFloridaCounty.com) has provided online access to all public records as an alternative to contacting the Clerks of Court. Searches and record-ordering is online. The records available include deeds, affidavits, bonds, marriage and death certificates, judgments, liens, probate records, court decrees, orders, motions, verdicts, and other court records maintained by the Office of the State Courts Administrator. Older records are available at the Florida State Archives.
Searching for public records online is free; the cost for ordering records is $1/page plus a shipping fee, $2-13 convenience fee, and $2 certified copy fee.
Years Available
Official records available at MyFloridaCounty.com vary by county but begin no later than 1990. Many have records from 1900 and most from the 1980s.
Select A County
in Florida
- Alachua
- Baker
- Bay
- Bradford
- Brevard
- Broward
- Calhoun
- Charlotte
- Citrus
- Clay
- Collier
- Columbia
- De Soto
- Dixie
- Duval
- Escambia
- Flagler
- Franklin
- Gadsden
- Gilchrist
- Glades
- Gulf
- Hamilton
- Hardee
- Hendry
- Hernando
- Highlands
- Hillsborough
- Holmes
- Indian River
- Jackson
- Jefferson
- Lafayette
- Lake
- Lee
- Leon
- Levy
- Liberty
- Madison
- Manatee
- Marion
- Martin
- Miami-Dade
- Monroe
- Nassau
- Okaloosa
- Okeechobee
- Orange
- Osceola
- Palm Beach
- Pasco
- Pinellas
- Polk
- Putnam
- Santa Rosa
- Sarasota
- Seminole
- St Johns
- St Lucie
- Sumter
- Suwannee
- Taylor
- Union
- Volusia
- Wakulla
- Walton
- Washington


text:
Head of Automation and Innovation Transformation
Deputy CIO and Director of Operations & IT Services
Deputy Chief Commissioner, Economic Commissioner, Greater Sydney Commission; Chief Coordinator, Western City; Board Member
Chief Executive Officer
Executive Director, Strategic Planning + Design
Assistant Vice-Chancellor
Chief Executive Officer
"Good representation from industry and high quality speakers. A thought-provoking conference with great lateral thinking."
"This summit is an important opportunity and brings together all of the stakeholders in this rare infrastructure catalyst project and to learn from experienced experts."
"Well managed, topical speakers. All knowledgeable and willing to share knowledge, essential debate and articulation to assist with successful outcome."
"Great summit – key to keep the pressure on momentum to get on and deliver this once in a lifetime game changer for Western Sydney."
"Congratulations, the event was well put together. Good diverse quality of speakers."


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The C‑suite needs to pay more attention — and the business risk hub can help.
These are interesting times for businesspeople: exciting, worrying and unpredictable. Companies have unprecedented opportunities, but also face risks that we do not fully understand and did not even know about a few years ago. It makes for a heady mix; we need to be alert, inquisitive, agile, and open to change.
Technology has moved to a new level. Whereas in the past it merely enabled us to carry out existing processes more efficiently, the digital transformation of business models is now core to how we add value – how we reinvent our purpose, organise our enterprises, our networks, supply chains, the products and services we offer and how we relate to our customers and other stakeholders.
Overall it makes the world more prosperous, but it does not feel that way for those who fail to keep up with the pace. Airmic has recently held a number of events at which expert speakers discussed the impact of developments such as artificial intelligence, blockchain and quantum computing. There is a consensus that we need have no fear, but there will be losers as well as winners. The winners will be those organisations and individuals that acquire the necessary expertise, collaborate, embrace change and take a fresh look at positive risk management, ensuring success and resilience.
Against this background, the Raconteur risk hub provides a valuable shared platform for thousands of very senior businesspeople and risk managers to discuss the challenges and issues. It is a truism that many board members do not understand risk and what positive risk management can do for their businesses, whilst many risk managers do not understand and align to business drivers sufficiently to wield strategic influence within their organisations. Changing this culture is a top priority as far as we are concerned, and we are making good progress. I hope this hub will accelerate the process and enable us to talk the same language.
Data has to be at the heart of the discussion, because it makes positive risk management even more compelling, enabling us to develop our businesses in uncharted waters. Lessons from the past are still vital, but data from today (condition and performance data) and business intelligence about the likely future have become more pertinent.
Reputation can be an organisation's most valuable asset, yet it is vulnerable as never before. A hacker working out of their bedroom can potentially cause as much economic damage as a tropical storm. A systems failure or a social media event that hits an unprepared business can leave a reputation in tatters.
Last year Airmic commissioned Cass Business School to ask the question, 'How are organisations transforming their business models to ensure resilience, value and growth in the digital age?' Although the resulting report – Roads to Revolution –is fundamentally optimistic, it warns that organisations cannot continue to operate and manage risk as they have in the past and expect to sustain their success. To quote the report: "Board members need to understand that organisational resilience alone is insufficient in the digital age." Regular reviews of stakeholder purpose and continuous business model reinvention are necessary for the future success and sustainability of an organisation.
The report also points out that good governance has become even more important, and that legacy corporate governance principles on their own are inadequate for organisations faced with digital transformation. Oversight of Principal Risks must be enhanced by building the capability to manage emerging risks.
These changing financial profiles and vulnerabilities of our companies also demand a fresh look at corporate insurance. Insurers are struggling to adapt to the fact that most companies' really valuable assets these days are intangible. Reputation, supply chains and data-related events are much more difficult to cover than physical assets such as property. Because of the uncertainty involved and the potentially huge exposures, the premiums asked are often more than companies are willing to pay. At the same time companies are more leveraged and have shorter lifespans than ever before, creating tension between short-term cash flow and long-term sustainability needs.
The solution, in my view, is to make insurance an integral part of a company's risk management, which in turn must focus on helping to achieve corporate objectives. When combined with modernised products and services, this will make insurance strategically relevant and valued. To put it another way, the old barriers between risk and business leadership are an outdated obstruction: they must integrate.
Board members and indeed all employees need to be risk-savvy, and risk managers need to be more strategic, business-focused and collaborative. They must understand what drives their organisations and their colleagues. To be fair, that is already more and more the case.
I believe the Raconteur risk hub can help us to make further advances.
John Ludlow is CEO of Airmic, the association for all those who work in risk.
Visit: Road to Revolution


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Yesterday EA Sports released their 35 second teaser video promoting the September release of NHL 18. And while keyboard heroes in forums everywhere will rip this effort from ankle to asshole I would advise everyone to relax. EA is not doing a full NHL trailer and feature reveal until the NHL awards show in Las Vegas on June 21. So take a deep breath.
But, what I will say is has caused loyal NHL gamers to have concern is in the message EA sent in their teaser. Which was:
"When you grow up playing hockey they teach you a lot of things. Get the puck deep. Finish your checks. Make the simple play. But then again… Where's the fun in that?"
NHL gamers would argue where's the fun in playing a game that's proven over the past few years that at it's core it can't make a simple play. It can't make a quick, easy breakout pass. You can't finish a check on the puck carrier without him getting up and still getting the puck. You can't even do something as simple as face the puck without fighting the controller. EA's NHL series A.I. and core mechanics on next gen consoles have been flawed and then some.
But I get it. It's just a teaser video. They are trying to sell this game to a casual gamer, not us lifers, by featuring ridiculous one-handed dekes even though one-handed dekes is probably the last thing the NHL series needs. And today's NHL 17 mechanics, as scary as it is to say this, is an improvement from '15 and '16. They're just not going to publicly advertise more core improvements because having a teaser video saying "you can now finally have a well executed simple breakout!" in their game isn't a sexy sell. But it's exactly what NHL 18 needs.
The only other concern from the teaser is the featured player, Mitch Marner, initially starts with a white taped stick (see the image at the top) yet finishes his move with a completely different stick with black tape:
And Marner wears a Warrior helmet not a Bauer helmet.
What's more, these dekes they're featuring aren't "new". They were in XBox 360 versions of NHL years ago, removed, and are now being put back in and sold as new, again. These details aren't game breaking because again I'm not the target audience for this teaser but it shows the lack of care for details from people who work on and sell the product. It's lazy.
Presentation wise I enjoyed the video despite the shallow message it sent. It does look good even if it's all too familiar.
Until I know if the core gameplay has been improved I'm not going to take a stance on whether NHL 18 will suck or not. But I can't say this teaser reassured my hope that NHL 18 will be a much needed improvement from 17 in any way shape or form.
Follow us on Twitter @BostonPucks and let's talk hockey.


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Imperfect Shadow Maps
"Imperfect Shadow Maps for Efficient Computation of Indirect Illumination" by Ritschel et al., a real-time indirect lighting can be summarized as follows: it solves the visibility problem present in the paper "Splatting Indirect Illumination" by Dachsbacher and Stamminger.
The splatting indirect illumination method works by rendering what the authors call a reflective shadow map. A RSM is a collection of images that capture information of surfaces visible from a light source. The RSM is then sampled to choose surfaces that will be used as Virtual Point Lights. Indirect lighting is then calculated as the sum of the direct lighting contribution of these VPLs. The idea of approximating radiosity with point lights was first described in the paper Instant Radiosity. In order to light the scene with each VPL, the method performs deferred shading by rendering some proxy geometry that bounds the influence of the light and effectively splats the illumination from that (indirect) light onto the scene.
The problem with this method is that the illumination is splatted onto the scene without any information about the visibility of that VPL. The surface being splatted upon could be completely obscured by an occluder, but would receive the full amount of bounced lighting. What you would really need here is a shadow map rendered for each VPL. But in order to get good indirect illumination you need hundreds or thousands of VPLs, which requires hundreds or thousands of shadow maps. Let's face it, that ain't happenin' in real-time. First of all, you'd have to render your scene X number of times, which means you'd have to limit the complexity of your scene or use some kind of adaptive technique like progressive meshes. But on top of that you'd have X number of draw calls, which have their own amount of overhead.
So what Imperfect Shadow Maps does is figure out a way to render hundreds or thousands of shadow maps in one draw call and with dramatically reduced amounts of geometry.
The paper achieves this by rendering 1024 paraboloid shadow maps of a sparse point representation of the scene. During preprocessing, many points are distributed uniformly across the scene. Then, n sets of ~8k points are constructed, where n is the number of VPLs the algorithm will use at run-time. The number 8k is not mentioned in the paper but the author stated this number in his SIGGRAPH Asia presentation. The points in these sets are chosen randomly. At run-time, each of the n sets of points are rendered to its respective paraboloid depth map.
Ok, you're rendering a bunch of sparse points to a low-res (128×128 or less) shadow map. As you may suspect, it's going to look like garbage:
It's a Cornell box, can't you tell?
The authors get clever here and use pull-push upsampling to fill holes between the points, being smart and using some thresholding to make sure they dont fill holes around depth discontinuties. Anyway, after the holes are filled the shadow maps still kind of look bad:
But it doesn't matter so much because the indirect illumination is smooth and you're going to adding the contribution of hundreds of these things at each pixel, so the incorrect visibility of each individual VPL gets smoothed out in the end.
That's the basic idea.
The authors present some other cool things in the paper, like how to adaptively choose VPLs from the RSMs, and they also use the trick from "Non-interleaved Deferred Shading of Interleaved Sample Patterns" (talked about here) and only process a subset of the VPLs at each pixel.
Also, there is a paper that just got accepted to I3D called "Multiresolution Splatting for Indirect Illumination" by Nichols and Wyman that is a perfect fit for this paper. I'll probably post a bit about that tomorrow.
Imperfect Shadow Maps for Efficient Computation of Indirect Illumination
Tobias Ritschel, Thorsten Grosch, Min H. Kim, Hans-Peter Seidel, Carsten Dachsbacher, Jan Kautz ACM Trans. on Graphics (Proceedings SIGGRAPH Asia 2008), 27(5), 2008.
Splatting indirect illumination
Dachsbacher, C. and Stamminger, M. 2006. In Proceedings of the 2006 Symposium on interactive 3D Graphics and Games (Redwood City, California, March 14 – 17, 2006). I3D '06. ACM, New York, NY, 93-100.
Let's Have a Min/Max Party
Today I was waiting for a session to begin at SIGGRAPH ASIA and began to think about how there are several cool papers that exploit min/max images. A min/max image is an image pyramid that is sort of like a quadtree. The bottom level of the hierarchy is the original image while the elements in each subsequent level of the hierarchy contain the minimum and maximum of four elements in the previous level. So it's sort of like a mip map, but instead of averaging values, you store the min and max of the previous level. This min/max hierarchy can be generated quickly in log n passes but can be used for making conservative estimations for large regions of your image. Refer to the following papers:
Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering by A. Tevs, I. Ihrke, H.-P. Seidel
– Uses min/max maps to ray trace height fields. I feel like this idea has been around for ages but here it is all packaged up with a neat little bow.
Fast GPU Ray Tracing of Dynamic Meshes using Geometry Images by Nathan Carr, Jared Hoberock, Keenan Crane, John C. Hart.
– Uses min/max hierarchies of Geometry Images to accelerate the ray tracing of meshes.
Real-time Soft Shadow Mapping by Backprojection by Gaël Guennebaud, Loïc Barthe, Mathias Paulin
High-Quality Adaptive Soft Shadow Mapping by Gaël Guennebaud, Loïc Barthe, Mathias Paulin
– I've ranted about these papers before. These works generate min/max hierarchies of shadow camera depth images to perform efficient blocker searches for soft shadow rendering, and also to determine penumbra regions for further optimization.
March of the Froblins SIGGRAPH course notes by Jeremy Shopf, Joshua Barczak, Christopher Oat, Natalya Tatarchuk
– Used a min/max hierarchy of the depth buffer to occlusion cull agents in our crowd simulation. Technically this only used the max portion of the hierarchy, but I didn't want to title this Let's have a Min/Max Party (Min is Optional).
Anyway, I think it's kind of neat. I'm going to make another post tomorrow night about an awesome paper that's here at the conference but I don't want to write about it until I have a chance to clear up some nebulous parts of the paper with the author.
In other news, I received official word that the GDC lecture I proposed was accepted so I guess I will be seeing some of you in San Francisco next year in March. I'm excited about this talk because it came directly out of a post on this blog. Turns out this isn't a waste of time after all!
Pixel-Correct Shadow Maps with Temporal Reprojection …
.. and Shadow Test Confidence!
This paper is in the running for both the longest graphics paper title and neatest lil' shadow rendering method in recent memory. It's pretty cool in it's own right but I've had a special affection for papers that exploit temporal coherence as of late. I'd like to implement this in the near future (wouldn't think it would take much longer than writing two blog posts.. why do I do this again?!) to see how usable it is in practice.
So.. the basic idea here is that each rasterization of the scene used for a shadow map provides a limited amount of information about occluders from the view point of the light (due to its discrete nature). This is the source of spatial aliasing (blockiness). However, rasterizations of the scene over several frames provides much more information. This paper exploits this fact to generate pixel-correct shadows by "honing in" on the correct answer over many frames and relying on the human eye's inability to adapt quickly to notice this adaptive process. This method is lightweight, simple and should fit right into an existing rendering pipeline.
Here are the salient points of the paper:
– The method uses a screen-space history buffer that maintains information about per-pixel visibility over the past few frames. This is similar to the reprojection cache (another awesome temporally-exploitive paper, links below).
– Algorithm consists of four steps:
1) Calculate current frame's per-pixel visibility using traditional shadow mapping.
2) Transform each pixel to the history buffer by transforming the pixel's position using the transformation matrices of the camera in the current and previous frame.
3) Update the history buffer using this frame's visibility test results.
4) Shadow scene with updated history buffer.
– The history buffer is updated with exponential smoothing according to some confidence value that describes how close the sample is to a correct visibility result.
– The confidence value is calculated as the distance between a pixel's position in shadow map space and the closest shadow map texel center. This makes sense.. a scene position that maps exactly onto a shadow map texel has a correct visibility test result.
– The shadow map must contain different rasterizations of the scene over time or no new information is added to the system. This is achieved by sub-pixel jittering in both translation and rotation of the shadow camera.
Daniel Scherzer, Stefan Jeschke, Michael Wimmer. Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence. In Rendering Techniques 2007 (Proceedings Eurographics Symposium on Rendering).
P. Sitthi-amorn, J. Lawrence, L. Yang, P. V. Sander, D. Nehab. An Improved Shading Cache for Modern GPUs. ACM SIGGRAPH Symposium on Graphics Hardware 2008.
D. Nehab, P. V. Sander, J. Lawrence, N. Tatarchuk, J. Isidoro. Accelerating Real-Time Shading with Reverse Reprojection Caching. ACM SIGGRAPH Symposium on Graphics Hardware 2007.
Larrabee paper and articles
Amidst a flurry of articles from technical websites, Intel also released the paper (non-ACM link) on the Larrabee architecture that will be presented at SIGGRAPH next week.
Articles discussing some details that were released in a presentation by Larry Siler:
Geometry-Aware Framebuffer Level of Detail
Here's a nice compact little paper from GH 2008 on scaling down shading computation in a rendered scene.
1) Render G-buffer (normals, depth) at a lower resolution (full res * some resizing factor r )
2) Render scene, using bilateral filter (orig paper, SIGGRAPH course, bilateral upsampling ) to upsample some or all of the shading components in a discontinuity respecting manner. Expensive, lower frequency computations should be performed at the lower resolution while inexpensive high-frequency shading (such as specular) should be done at normal resolution.
3) Adjust r based on current framerate vs. some baseline desired framerate to maintain a more constant framerate.
This method is limited by the fact that you have to render the scene geometry twice and highly detailed geometry may introduce artifacts when upsampling, but it is interesting and definitely worth a quick read.
Geometry-Aware Framebuffer Level of Detail
Lei Yang, Pedro V. Sander, Jason Lawrence
Eurographics Symposium on Rendering 2008
Non-interleaved Deferred Shading of Interleaved Sample Patterns
Continuing with the theme of my last substantive post (it's been awhile, but it was Keepin' It Low-Res), here's a paper from Graphics Hardware 2006 that deals with computing lighting at a resolution lower than the screen resolution. The exact application is in this case is Instant Radiosity style global illumination. As a refresh, instant radiosity approximates bounce lighting by tracing rays from the light sources and placing point lights where the ray intersects the scene to approximate reflected light. The radiance equation can then be approximated with a Monte Carlo integration of radiance computed by evaluating a set of point lights.
With a deferred rendering pipeline, you can reduce some of the shader bottlenecks you'd encounter evaluating hundreds of these placed point lights and shadow map comparisons by rendering proxies for each light source so that shading is computed only at relevant pixels. However, it would be even better if only had to evaluate a subset of those lights per-pixel. Obviously, that is the goal of this paper. The devil is in the details though, as performing incoherent lighting calculations (as you may do in a naive implementation) doesn't jive so well on graphics hardware where coherency is key.
Let's first talk about the naive implementation mentioned in the last paragraph. How might you first go about selectively shading different pixels with a different set of lights? You could start out by using dynamic flow control. Something like:
if ScreenSpacePos.x % 2 == 0 && ScreenSpacePos.y % 2 == 0 for( int i = 0; i < nLightsSet1; i++ ) { // Compute shading for light i, in set 1 } else if ScreenSpacePos.x % 2 == 1 && ScreenSpacePos.y % 2 == 0 { for( int i = 0; i < nLightsSet2; i++ ) { // Compute shading for light i, in set 2 } } else if ... // The other two cases
This is obviously bad for coherency. Within a group of pixels assigned to one SIMD, you are guaranteed to follow all four paths and essentially all four paths will be executed for each pixel in that SIMD group. So you will be doing 4x more work per-pixel than if all pixels in that group were from VPL set 1. You could similarly try and use a stencil buffer to mask all pixels for a given light set, but given the alternating light set pattern the stencil mask is incoherent and you won't get any of the benefits of Hi-Stencil. The same thing goes for using depth to mask pixels (Hi-Z is trashed). I'm pretty sure in the last few generations of hardware that there isn't a performance difference between using stencil or depth to cull computation, FYI.
I think you're getting the idea. All of the GBuffer texels for a given light set should be computed coherently, so ideally all of the aforementioned GBuffer texels should be organized next to each other in the GBuffer. As an aside, it is important to understand that textures are block allocated on the GPU. They are allocated in 2D blocks because texture fetches are spatially coherent in 2D. When you fetch one texel, you're typically going to fetch another one in the 2D neighborhood of the last fetch. Therefore when I say that GBuffer texels for a given light set should be next to each other in the Gbuffer I mean in blocks as depicted in Figure 1:
Figure 1 Left: Interleaved texels Center: Correctly coalesced texels Right: Non-cache friendly coalescence
In order to reorganize the GBuffer texels in such a fashion, the authors first suggest a one-pass approach. Say we have four VPL light sets. While we want them uniformly distributed across the viewport in a regular fashion so that we can interpolate the shaded values at the end, we want them organized in blocks to be coherent when shading. Texel (x,y) in the shuffled GBuffer should be mapped to texel ( (x % 2)*2 + x/2, (y%2)*2 + y/2) in the initial GBuffer. This will work fine, but the fetching of the initial GBuffer texels is incoherent (word count: 23) because they're being fetched from all over the GBuffer instead of in a smaller neighborhood.
The authors suggest a two-pass approach instead. Rather than jumping straight to the shuffling described in the last paragraph, the shuffling is performed in cache-friendly blocks.
The shading is then performed on the reorganized GBuffer and then a de-swizzle or "gathering" step is performed to undo the mapping that was performed in previous steps. When the shaded pixels are de-swizzled, each pixel only has the shading for one subset of the overall set of lights in the scene. The authors discuss some clever little tricks to quickly filter these shading values in a discontinuity-respecting manner so that the computed irradiance is smooth across the image. I'll leave that for you to parse from the paper.
Non-interleaved Deferred Shading of Interleaved Sample Patterns
Benjamin Segovia, Jean-Claude Iehl , Richard Mitanchey and Bernard Péroche Proceedings of SIGGRAPH/Eurographics Workshop on Graphics Hardware 2006
SIGGRAPH 2008 Papers Posted
Not many papers are linked at this time, but Ke-Sen Huang has updated his graphics' paper archive with SIGGRAPH 2008 papers. I am especially interested in "3D Unsharp Masking for Scene Coherent Enhancement", "Real-Time Smoke Rendering Using Compensated Ray Marching", and "Real-Time, All-Frequency Shadows in Dynamic Scenes", but there are many papers that sound like they could be very interesting.
Keepin' it Low-Res
Lately I've been really interested in performing shading calculations at a frequency lower than per-pixel. Depending on factors like the frequency of the lighting effect and surface orientation relative to camera, you can get away with computing values at a lower resolution or at an adaptive sampling.
Off-screen particles
The likely most used technique along these lines is the "Off-screen Particles" method that NVIDIA first used in the Vulcan demo and then wrote up later in GPU Gems 3. The basic idea is that you blend your particles into a lower than screen resolution texture to save on fill rate. Particles, like smoke, are notorious fill rate hogs due to massive amounts of overdraw and potentially expensive per-pixel lighting computations. In order to get correct particle occlusion, a manually downsampled depth buffer has to be used for depth testing the lower resolution particle buffer. This introduces problems near particle-scene intersections due to gaps created by this low resolution depth testing. This is resolved by performing high-resolution particle blending in problem areas. Problem areas are identified with an edge detection filter performed on the low res buffer's alpha channel. However, I have heard from a few developer friends that in most cases this fix-up pass to correct problems is not needed because artifacts are not noticable in the majority of cases.
An additional optimization is to render particles in to one of a few different resolution buffers. For example, particles that are very close the camera likely needed very little screen space resolution because higher frequency features are covering large amounts of screen real estate. Additionally, particles closest to the camera are going to contribute the most to overall fill rate (compared to other scene particles) because they are likely taking up most if not all of the screen pixels. You'd mostly see this situation in non-uniform volumetric fog or dense smoke conditions.
For more info on the original method, see the online version of the Vulcan paper or take a look at the "High-Speed, Off-Screen Particles" article in GPU Gems 3.
Bilateral Upsampling
A few months ago I mentioned the Bilateral Upsampling method used by Sloan et al. in their paper "Image-Based Proxy Accumulation for Real-Time Soft Global Illumination". The concept is to bilinearly interpolate lower resolution illumination results while applying a weighting function to interpolants so that values aren't interpolated across boundaries. In some situations it is required to perform additional computation near boundaries. This situation is handled similarly to the off-screen particle method: edge detection and selective higher resolution calculation in edge regions. Read my previous entry and the paper for more info.
Adaptive Soft Shadows with Push-Pull Reconstruction
(Images from the paper: Orange pixels are where computation is skipped)
Another trick was used by Gaël Guennebaud et al. in the 2007 Eurographics paper "High-Quality Adaptive Soft Shadow Mapping". This trick computes soft shadow amounts at adaptive resolution rather than simply at a lower resolution as in the previously discussed methods. While not as simple to upsample, computing values adaptively based on surface orientation and shadow frequency allocates more fidelity in regions that need it. The other methods simply pick some lower resolution and forgo any higher frequency information. Adaptive sample locations are determined dynamically by computing a per-pixel value in screenspace pre-pass based on surface normal and penumbra width (determined by examining the shadow map) and thresholding it against a repeated pattern. This is sort of along the lines of what is done with dithering. This pattern is a bit stochastic such that some pixels are bound to be identified as needing computation regardless of the scene/visibility complexity contained in those pixels, but more or all pixels inside the pattern will be identified in cases where the surface is quickly changing or the penumbra is very tight. After pixels are identified, a relatively expensive soft shadow technique is used to compute visibilty at those locations. These visibility values are then interpolated to fill in all screen pixels.
So, the question you may be asking is.. how do you interpolate non-uniformly spaced samples? The previous two methods discussed here computed at a lower resolution where all samples are equally spaced. Bilinear interpolation suffices there and we are all quite familiar with that. It turns out that the answer was provided over 20 years ago in a SIGGRAPH '87 paper by Don P. Mitchell titled "Generating Antialiased Images at Low Sampling Densities". This method was also used by Gortler et al. in "The Lumigraph" at SIGGRAPH 96 and by Grossman in his '97 thesis "Point Sample Rendering".
The concept is that you start with a screen sized buffer containing your initial sparse sampling. All pixels containing a value are given a weight of 1 and all others are given a weight of 0. In the "Pull" stage, you construct a pyramid of lower resolution images (each one half the resolution of the previous, like mipmaps) with accompanying weights calculated as a sum of the weights in the previous higher resolution map. Then in the following "Push" phase you reconstruct each successive higher resolution image by filling in gaps with values from the lower resolution image based on the accumulated weights from the Pull phase. I prefer to keep the math and notation out of the blog so check out page 23-24 of Grossman's thesis for a thorough explanation. This method is a bit hairier than the other two so it would probably only pay off in situations when you computation is fairly expensive.
I should also note that the adaptive soft shadows paper is an extension on Guennebaud's 2006 paper "Real-time Soft Shadow Mapping by Backprojection" which is also cool (and simpler).
Light Indexed Deferred Rendering
Damian Trebilco posted a paper and demo of an interesting approach to deferred rendering on the Beyond3D forums. Instead of rendering out several buffers of geometry information (gbuffers), the author renders the light volumes with unique IDs into a buffer. Standard forward rendering is then used and the per-pixel light indices are used to index light information. The great benefit of doing it this way is that you don't have all of the bandwidth of outputting these gbuffers. Once you turn on MSAA, these already large buffers become increasingly costly. Another benefit is that handling transparent surfaces becomes much easier.
With this approach, the worry of packing geometry and material information into as few gbuffers as possible is replaced with the worry of storing your light IDs and handling the max number of lights that might overlap one pixel. There are a few other gotchas, but you should read the paper for a comparison with standard forward rendering and traditional deferred rendering. Worth a read!
I3D 2008 Papers and Registration
I3D 2008 (Feb 15th-17th) is creeping up on us quickly. Early registration ends in about 15 minutes @ the I3D website. Papers have begun to trickle into Kensen Huang's graphics conference paper page for I3D 2008.
A few papers of interest that have jumped out at me are:
Bouthors et al. Interactive multiple anisotropic scattering in clouds ( gallery/thread on gamedev.net)
Modeling anisotropic light scattering in clouds with beautiful results.
Kim Hardware-Aware Analysis and Optimization of Stable Fluids
The author analyzes performance of Stam's Stable Fluids algorithm in terms of load/store : ALU ratio and access patterns, reports experimental results supporting theorized performance, and offers two optimizations to alleviate the bandwidth bottleneck.
Wyman Hierarchical Caustic Maps
Haven't had a chance to look at this one yet but caustics papers always warrant a look IMHO.
Kloetzli et al. Interactive Volume Isosurface Rendering using BT Volumes
Paper isn't publicly available yet but I've seen the algorithm running and it is sweet.


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This is my first build and it will be an all purpose machine meant for gaming, programming and machine learning. Coming from a budget gaming laptop, I am pretty happy with the upgrade so far.
The GPU backplate was custom made using Dietec's video "How to make a custom GPU backplate" as a reference. I purchased the acrylic sheets, vinyl stickers and aerosol paints from Deserres. I thought hard about the backplate design, but my friend suggested that I just use my initials and it worked out perfectly.
I followed Bitwit's "How to Build a PC! Step-by-step" video while building, and if I were to do it again in this case, I would install the motherboard first, hook up all the cables and then install the CPU cooler. The Cryorig R1 is massive and having it installed early on made working in the case difficult, when the corsair 400C is already tight to begin.
The motherboard only has one RGB header and I wanted both the case fans and LED strips to be controlled by ASUS' software. To achieve this I am using a generic 2-way 4 pin led splitter (that supports 5050).
Part Reviews
Fast and hot. Make sure you have a decent cooler
CPU Cooler
This cooler is beefy, heavy, looks gorgeous and works! The packaging it comes in is very well designed. Installation instructions were easy to follow and all the tools necessary for installation were provided. Keeps my i7-7700K at 62 degrees on the stock 4.5 GHz. Perhaps not the quietest, but it is quieter than my old laptop when working
This motherboard is awesome. Every header was labelled well, and made installation easy. The limited work in the BIOS I have done has been simple. I also think the Prime series looks good.
I don't know why they include RGB accents on this board as it is barely noticeable and it doesn't do white very well.
Low profile, looks good, works well.
Blazing fast. In terms of performance, crushes any other SSD I have used. It is the nicest looking m.2 drive out there
I use this drive to store my games, and find gaming performance comparable to an SSD for most games I play. The 2.5" form factor since it is so much smaller than a 3.5" drive. The five year warranty is great as well
Video Card
Powerful. White. Also the cheapest ASUS 1070 graphics card.
This case is beautiful and compact. The door is amazing.
With the CPU cooler installed it can be tricky to access some headers on the motherboard.
You have to be smart with your cable management. Room in the back of the case is non ample.
For a premium case, I wish they provided more zip ties since you will need a lot more than provided in order to get the back panel on without bulging
Power Supply
Love the smaller form factor. It also supplies power and is quiet.
Wireless Network Adapter
Reception is solid. I love the magnetic antenna. Uses an internal USB header, which means an extra wire.
Case Fan
I was a little skeptical of these fans because they were so much cheaper than any PWM RGB fans, Well, there was no reason to be skeptical. The fans feel incredibly well built, run quietly, do a great job of moving air, and look really good.
The 3 in 1 provided an extra cable daisy chain 6 fans off of one RGB header, as well as a hub that lets you run up to 4 fans off of one fan header.
My biggest concern is the 1 year warranty, which makes me worried about how these will hold up in the long term. Only time will tell.
This is the best piece of technology I own. For productivity purposes, this monitor is awesome. The 3440x1440p resolution means that I can have three windows opened side by side (IDE, Browser + Debugger) which is awesome. The colours are sharp, the bezel is quite thin, and the slight curve to the monitor adds a great finishing touch. There is a back light bleed, however, I do not find it bothers me as I only notice it when I specifically look for it.
I have been using this mouse for two years now. I have changed the batteries once, and I was running in "performance" mode the whole time. Super comfortable. Love the side buttons which I have set to (cut, paste, undo, redo) for productivity purposes
Extremely bright. The colours look are sharp. The magnetic strips are strong enough to form a solid connection with the case.
I love this accessory! Does a great job of hiding my headphone cables, provides a place for my headphones to live while also showing them off.


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Recognizing the increasingly critical role that information technology plays in the delivery of services, the Michigan Legislature recently appropriated $47 million annually for IT investment.
Michigan has implemented a new centralized enterprise portfolio management office (EPMO) and a project and portfolio management solution that is allowing better oversight of state IT projects.
Recognizing the increasingly critical role that information technology plays in the delivery of services to citizens, public and private organizations, and state employees, the Michigan Legislature recently appropriated $47 million annually for IT investment. The high profile investment fund requires greater than usual transparency, results tracking and management at the state-wide level. But inadequate enterprise-level management, immature governance/investment portfolio rationalization, and program and project portfolios that exceeded IT capacity meant Michigan leaders needed to reinvestigate the way they tracked, monitored and evaluated IT projects across the enterprise, according to Michigan EPMO Director Ward Beauchamp.
"The Governor recently asked CIO David Behen for a report of how many active technology projects we had going, how many were troubled, and the status of each of those projects," said Beauchamp. "But trying to get an enterprise view of what was happening at the state turned out to be much more difficult than we anticipated."
Beauchamp said when agencies were asked to provide status reports on their projects, it created a good deal of disagreement within the agencies. As a result, it took almost six weeks to get a final report together for the Governor, and by then much the information was out of date.
Around the same time, Gartner performed an IT assessment for the state. One of the recommendations was that the state establish a centralized EPMO. At the time, the state had eight separate PMOs operated in economic silos funded by 28 separate client agencies. The PMOs operated at varying levels of maturity.
Meanwhile, the state was using a project management methodology that relied on manual completion of 22 templates – a time consuming and overly complex approach, according to Beauchamp. Several years ago the state had purchased Changepoint IT project portfolio management software to help improve its methodology, but there had been zero adoption of the tool.
"We were about two years into it and the reports were that it was being implemented, but no one was using it," said Beauchamp. "No one wanted it. Everyone had their own processes, their own tools, and their own way of working. They didn't see enough benefit to make the change."
So the state initiated a "Changepoint Utilization" project to encourage adoption early last year. The goal was to encourage agencies to adopt Changepoint as single repository for all IT projects and proposals.
"We promoted a culture of collaboration and focused on how adopting Changepoint would help enable that culture of collaboration," said Beauchamp. "That resonated with the agencies, and it helped speed up adoption."
Today, the state is using Changepoint as a single repository, allowing IT projects to be dynamically managed, tracked and reported upon. The implementation has allowed them to reduce their project management form from 22 templates to four.
At the same time, the state consolidated its eight separate PMOs into one EPMO, which is not only further simplifying oversight, but promoting transparency. All EPMO customers now have 24/7 access to their portfolios including project goals, status, issues, etc.
"Any of the project stakeholders can pull data out of Changepoint and display it on project dashboards on our Intranet," said Beauchamp. "So at any given point, we can see the projects and their status, and drill down into them for more details. If there is a project that is in trouble, we can see why it's in trouble and what the agency plans to do about it. Additionally, every two weeks we send a portfolio report to the Governor. We can then dynamically answer all the questions he has."
The tool also allows citizens to view the status of IT projects via the Open Michigan website to see how tax dollars are being invested. In addition, the new tool is allowing for optimized resource alignment.
"Another issue was demand and capacity of our staff," said Beauchamp. "Everyone can say they are really busy, but that's very subjective. We can now use resource management capabilities and see bar charts of capacity versus the demand on our IT staff. It gives us one picture and we can roll that up into one enterprise view or drill it down to an individual work group or even to an individual. When we know better what people are doing, we can better align our work."
The balancing of demand and capacity and capture of time spent has already resulted in an annual savings of $686,000.
"This has made us start looking at projects in a different way," said Beauchamp. "Before, if we were going to upgrade to Windows 7, each agency support team would run a separate project and there was a lot of difficulty coordinating that. Now if we are looking at something like that, we look at it not as 30 different projects, but as one project that we need to coordinate with several different groups."


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The Importance of Data in an Increasingly Digital World
How Properly Managed Data Has Become a Key Business FactorRead more...
Google will be shutting down AdWhirl, a platform for developing advertisements in iPhone apps, at the end of September, according to a notice on the AdWhirl homepage.
"Important notice: We will retire AdWhirl on 30 September 2013. Ad network mediation can be managed with AdMob Mediation, a free and robust tool with features like network-level reporting, country-level allocation, and support for more ad formats. Sign up here and follow these steps to import your placements into AdMob," the notice says.
"Open source code for AdWhirl will continue to be available on Google Code."
Users who want to continue to use their AdWhirl mediation placements must import them to AdMob Mediation before the end of September.
AdWhirl was a service that let developers of mobile apps incorporate, and manage, ads from multiple ad networks, instead of one at a time. It offered a way for mobile publishers to get ads from various networks through a single platform, thereby letting them switch on the fly to get the best ads at any given time, in order to maximize revenue.
The company was purchased by AdMob in August of 2009, only a few months before AdMob was then itself purchased by Google for $750 million in November. Prior to its acquisition, AdWhirl had raised a $1 million seed round from Foundation Capital and individual angels.
Shutting down AdWhirl is mostly likely a move by Google to simplify its operations, which the company has been trying to for over a year, first by integrating AdMob into the AdWords system in June of 2012, and then redesigning AdMob in May of this year. The overhaul of AdMob included a Conversion Optimizer, new ad filters, local currency payments and analytics.
Google ad domination
Google is the undisputed leader in mobile ad revenue and share, at least for now.
In 2012, Google took in $4.61 billion, more than half, 52.36%, of the $8.8 billion that advertisers spent on mobile internet ads worldwide, according to a report from eMarketer released Thursday. And Google's revenue is set to nearly double this year, to $8.85 billion, and its market share is expected to increase to 55.97%.
If that weren't enough, Google is also dominating in total digital ad revenue as well.
More than one out of every three dollars spent on digital advertising will be going to Google this year, as its percentage share rises to 33.24%, or $38.83 billion. Facebook comes in a very, very distant second: 5.04%, and $5.89 billion.
Facebook is coming up fast, with eMarketer expecting to see its mobile ad revenue shoot up over 333%, from $470 million to $2.04 billion this year. But Google's place at the head of the pack is definitely safe for now.
Google could not be reached for further comment.
This news was first spotted by TechCrunch.
(Image source: https://www.usatoday.com)
How Properly Managed Data Has Become a Key Business FactorRead more...
Aidoc uses AI alrogithms to detect abnormalities and flag patients for treatmentRead more...
Get the Passing Score with Dependable Exam DumpsRead more...
Joined Vator onAdWhirl is an open mobile platform for apps, providing services for monetization and distribution for publishers.
Joined Vator onAdMob is the world's largest mobile advertising marketplace. Founded in 2006, AdMob allows advertisers to reach their customers on the mobile Web and publishers to increase the value of their mobile sites. AdMob offers both advertisers and publishers the ability to target and personalize advertising to their customers in over 160 countries.


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The Scuola Galileiana di Studi Superiori (Galilean School of Higher Education) is a school of excellence which combines traditional college training with a series of special in-home courses comprising seminars and lectures by visiting professors of worldwide fame. However statistics from the U.S. Bureau of Labor Statistics indicate that the school educated are employed at a price nearly twice that of the national average when in comparison with high school graduates. They strike up a relationship that might lengthen online and so they begin to create a future assist group for after they get to college," he mentioned.
A resulting sense of hopelessness in places the place jobs turned sparse, Fluharty mentioned, meant that rural college students lost curiosity of their excessive faculties' area journeys to technical schools or public universities, or in these visits from recruiters.
The Promotion of Excellence in Studying and Instructing in Higher Education ( PELTHE ) program will stop and the administration of the Australian Awards for University Teaching ( AAUT ) and the Workplace for Learning and Teaching digital repository will likely be transferred to Universities Australia.
Be taught more about the universities and faculties you might be contemplating. Recognized because the main international journal on greater schooling studies, this publication examines educational developments throughout the world in universities, polytechnics, faculties, and vocational and training institutions.
Greater Schooling within the United States: An Encyclopedia. A new ebook explores how marriage has changed lately, and why that's made staying married tougher. Chinese students in Australian universities dreamt of turning into residents. The Larger Schooling Academy run and support a variety of events and training courses.


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Just a quick update!
Allan Holtz has posted some beautiful TS Sullivant drawings over at his Stripper's Guide, earlier this week.
(Link to the right in the "Other stuff you'll like" section!)
For some strange reason I haven't checked his blog for a few days. Shame on me!!! Good stuff posted there all the time .
Go check it out!
Thursday, 25 October 2007
Sullivant at Stripper's
Upplagd av Joakim Gunnarsson kl. 12:14
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Or how about those who already are in your life, are they really supposed to be there?
Here's a video I just found that shows how you can tell...
Hope this helps and as always leave any coments or questions in the comment section below ☺
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A Full cover block for ASUS Radeon HD 5870 V2 and ASUS Radeon HD 5850 V2 (non-reference design).
Base is made of nickel plated electrolytic copper. Top is made of quality acrylic material. Top metal plate is made of stainless steel. The sealing is preformed by quality rubber gaskets. Block is mounted with enclosed M3x6mm DIN7985 screws.
- water block
- mounting mechanism
- thermal pads
Additional Info
|Material / Design / Color option
|Nickel Plexi
|Chip Manufacturer
|AMD Radeon


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PML-N MPA from Gujrat joins PTI
GUJRAT: PML-N MPA from Gujrat Chaudhry Ashraf Deona has formally joined the Pakistan Tehreek-i- Insaf (PTI) after a meeting with PTI Chairman Imran Khan at Bani Gala in Islamabad on Tuesday.
PTI vice chairman Shah Mahmood Qureshi and Punjab president Aleem Khan were also present at the joining ceremony.
The joining is being termed an achievement of the PTI in Gujrat district where the party has been struggling to win loyalty of a lawmaker of the ruling party.
However, the PML-N local leaders have downplayed the desertion of Deona, saying Deona, who became an MPA for the first time on the their party ticket, had earlier remained in the PPP and then in PML-Q before joining the PML-N and changing loyalties ahead of every election is his habit.
Mr Deona has reportedly ditched the PML-N after being sure that chances of his getting the PML-N ticket in next general elections were bleak.
Published in Dawn, May 16th, 2018


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This quadrature encoder works with the Pololu micro metal gearmotors, 42×19mm wheel, and extended bracket to measure the rotation speed and direction of the wheel. With twelve teeth on the wheel, the system provides a resolution of 48 counts per revolution, which corresponds to a linear resolution of just under 3 mm.
- operating voltage: 4.5 V to 5.5 V (encoder can be modified for lower voltages)
- two digital outputs (quadrature)
- 14 mA current consumption at 5.0 V
- 48 counts per revolution (linear resolution of just under 3 mm)
- small size: fits between motor and chassis.
- weight: 1.6 g
Part List
- 1x encoder
|Dimensions L x W x H
|1.069 cm x 1.05 cm x 0.3 cm
|Operating Voltage
|4.5 V to 5.5 V
Pololu Encoder for Wheel 42 x 19 mm
- Pololu
- The Pololu encoder for wheel can be combined with Pololu 42x19mm wheels and micro metal gear motors to build a mobile robot.
- --
- Availability: 2 (Canada)
- $ US12.00 $ US4.00 USD 250.00 Left For Free Shipping


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I was flipping through my back-to-school issue of Teen Vogue* over the weekend when I came a across a story on shoplifting. The story focused on emo teens lifting $4 earrings from Claire's (it being in Teen Vogue and all), but the sentence that struck me was this one: "In these rough economic times, stores have seen an increase in shoplifting."
- Yes, I read Teen Vogue. No, you are not allowed to make fun of me.
I'll just slip this piggy bank off the counter and hope no one notices.
Wondering what "an increase" translated to in not-an-emo-teen numbers, I did a little searching. According to this article from The New York Times, "Police departments across the country say that shoplifting arrests are 10 percent to 20 percent higher this year than last." And according to these stats from the National Association for Shoplifting Prevention, approximately 75 percent of shoplifters are adults. Interesting.
Now I'm wondering how those numbers stack up with people I relate to (read: you), so I set up a few polls. So spill: Have you ever shoplifted? What'd you steal? And did you get busted? Or did one of your friends?
Have You Ever Shoplifted?(online surveys)
If You've Stolen, What'd You Lift?(survey)
Have You Ever Been Caught Stealing?(polling)
Regardless of Your Habits, Do You Know People Who Shoplift?(polls)
Would you rather take more polls than do work this Monday? Here you go:
Which Color Do You Instinctively Love? Inexplicably Hate?
How Many Steps Are In Your A.M. Makeup Routine?
Who Was Best Dressed In the Hamptons This Saturday?
Do You Bother With These Beauty Goods?
How Pretty And Pampered Are Your Feet?
Get Glamour Wherever You Go!
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