kmavm
Joined 18 years ago
Joined 18 years ago
In 2000, I was the 20th-or-so full-time engineer at VMware, where I worked for 9 years. Then was at Facebook from 2009 to 2016, where I worked on the search backend (now replaced), HHVM (which still runs the Big Blue Application, a shrinking portion of the Meta Empire), and started FAIR in 2015 (which finally seems to have turned around the "open" sign with Yann's departure).
In 2016 I started at Slack as Chief Architect, where I mostly did not write a ton of code. I worked on a job queue scheduler which I would not be surprised to find has been replaced. And after that I was mostly encouraging/advising people doing Real Work.
All of which is to say, it is quite possible that the last code I've worked on professionally that is out there running on customer machines ... is that libpthread mutex bug fix from when I was barely old enough to drink.
We needed to port all the user-level fork(2) calls to vfork(2) when working on uCLinux, a port of Linux to MMU-less microcontrollers[1]. It used to be that paging MMUs were kinda expensive (those TLBs! so much associativity!!!), and the CPU on your printer/ethernet card/etc. might not have that much grit. Nowadays not so much.
Still. A hard-and-fast use for vfork(2), as requested perhaps.
From the article it doesn’t seem as though photorealism per se was a goal in training; was that just emergent from human preferences, or did it take some specific dataset construction mojo?
When Diego first showed me this animation, I wasn't completely sure what I was looking at, because I assumed the left and right sides were like composited together or something. But it's a unified screen recording; the right, generated side is keeping pace with the riffing the artist does in the little paint program on the left.
There is no substitute for low latency in creative tools; if you have to sit there holding your breath every time you try something, you aren't just linearly slowed down. There are points that are just too hard to reach in slow, deliberate, 30+ second steps that a classical diffusion generation requires.
When I first heard about consistency, my assumption was that it was just an accelerator. I expected we'd get faster, cheaper versions of the same kinds of interactions with visual models we're used to seeing. The fine hackers at Krea did not take long to prove me wrong!