Islam Amar on LinkedIn: What Is Low-Rank Adaptation LoRA, or Low-Rank Adaptation, is a lightweight… (2024)

Islam Amar

Computer Engineer | AI Developer | Full Stack Developer| Deep Learning Researcher

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What Is Low-Rank AdaptationLoRA, or Low-Rank Adaptation, is a lightweight training technique used for fine-tuning Large Language and Stable Diffusion Models without needing full model training. Full fine-tuning of larger models (consisting of billions of parameters) is inherently expensive and time-consuming. LoRA works by adding a smaller number of new weights to the model for training, rather than retraining the entire parameter space of the model. This significantly reduces the number of trainable parameters, allowing for faster training times and more manageable file sizes (typically around a few hundred megabytes). This makes LoRA models easier to store, share, and use on consumer GPUs.Examples of LoRA models1.Character LoRA: These models are fine-tuned to capture the appearance, body proportions, and expressions of specific characters, often found in cartoons, video games, or other forms of media. They are useful for creating fan artwork, game development, and animation/illustration purposes.as shown in (GoKU) Figure 2.Style LoRA: These models are fine-tuned on artwork from specific artists or styles to generate images in that style. They are often used to stylize a reference image in a particular aesthetic.3. Clothing LoRA: These models are fine-tuned on artwork from specific artists or styles to generate images in that style. They are often used to stylize a reference image in a particular aesthetic.

  • Islam Amar on LinkedIn: What Is Low-Rank AdaptationLoRA, or Low-Rank Adaptation, is a lightweight… (2)
  • Islam Amar on LinkedIn: What Is Low-Rank AdaptationLoRA, or Low-Rank Adaptation, is a lightweight… (3)

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    The Maze ProjectThe goal of this project was to construct a 3D game using ray-casting. I was involved in this project. This project's design and rendering work were completed over the period of three weeks. Ray-casting is a technique for converting a simple type of data into a 3D projection by tracing rays from the viewing volume to the view point.Why the maze Project?At some point, we've all loved playing realistic games on our phones and laptops. I know I have, with Temple Run 1 and 2 being my most recent passion (a little dated, I know). Ironically, I was never particularly interested in dabbling in game production. But when the opportunity to study and develop arose, I seized it. What a treat it would be to comprehend the inner workings of the games we like! I believe it has changed my perspective on these games.My Accomplishments :To create this maze, I used ray-casting to design the walls, leveraging LodeV's method of calculating ray length using vectors. Textures are used by default in the maze, although they can be disabled during execution. The maps are defined in text files as 2D arrays that are interpreted when supplied as an argument to the maze program. All other integers are shown as walls except 0 which depicts free space. In addition, we rendered and added textures using C and the SDL2 library.The following controls can be used to navigate the maze:⬆️- move forward⬅️- left➡️- right⬇️- move backward-ESC-exitWe implemented Wall Collision, which prevents camera rays from passing through the walls.Technical ChallengesLearning SDL2 was a difficult task for me that required a lot of attention on my part as I worked alone on it.Lesson learnt :For the first time in my life I came across terminology like ray-casting and SDL2 for the first time, but I was able to understand and work with them successfully. I wouldn't call myself a pro yet, but this was a significant step toward becoming a better game developer.If this endeavor taught me anything, it's that I'm willing to explore and journey into unfamiliar territory. To clarify, I never anticipated I'd bother learning anything about game production, but I jumped into this project head first and put my best foot forward. It certainly paid off. Following this, I am more willing to work on other games and master more advanced topics.About the authors :we are an ALX Software Engineering students, we are very passionate about coding and new technologies.Hajar AIT BAALIi: https://github.com/UHRAI/Rabab MCHICH: https://lnkd.in/eNW2bEsn project landing page : https://uhrai.github.io/project link : https://lnkd.in/egvjta94

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  • 3D Dialectics

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  • Yunis Abshir

    IT graduate

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    The purpose of doing this project was to create a game in 3D using ray-casting. I worked on this project. The tasks of this project were done over the course of 3 weeks as pertaining to designing and rendering. Ray-casting is technique that transform a simple form of data into a 3D projection by tracing rays from the view point into the viewing volume.Why the Maze Project?We’ve all enjoyed playing realistic games on our phones and computers at some point. I know I have, with my most recent obsession being Temple Run 1 and 2 (a little outdated, I know). Ironically, I never was really interested in trying my hand at game development. However, when the opportunity to learn and build presented itself I took it. How nice it would be to understand the back-end of the games we play! I think it makes me view these games in a whole different light.Architecture DiagramTo make this maze, I used ray-casting to draw the walls, utilizing LodeV’s method of using vectors to calculate ray length. By default the maze uses textures but textures can be disabled on execution. The maps are defined in 2D arrays in text files, which are parsed when passed as an argument to the maze executable. 0 represents open space, all other integers are drawn as walls. Additionally, we used C language and the SDL2 library to render and add the textures.To navigate through the maze, the following controls can be used:· W : move forward· S : move backward· A : rotate camera left· D : rotate camera right· Q : strafe left· E : strafe right· F : toggle full-screen· ESC : quit mazeWall Collision is a feature we implemented which doesn’t allow camera rays to pass through the walls.Technical ChallengesLearning SDL2 was quite a challenge for me and required a lot of dedication from me to understand. Working together with my teammates and discussing helped me massively.Also ensuring we have installed the correct and necessary SDL2 packages to make the window was a difficulty my entire team faced and had a challenge trying to fix.Lessons LearntThe greatest lesson I learnt from this project is something I already mentioned in the beginning of this blog post: I was able to develop a game.For the first time I came across terms like ray-casting and SDL2, yet I was able to understand them and work with them successfully. I wouldn’t say I am a pro yet but this was surely a stepping stone to becoming better at game dev.If there’s anything this project taught me about myself, it’s that I am willing to explore and venture into unknown territories. To reiterate, I never imagined I would bother to know anything with regards to game development, but I took on this project head on without hesitation and put my best foot forward. It definitely paid off. I am more open to working on more games and learning deeper concepts after this.github link: https://lnkd.in/ddmgEZNp

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  • Tim Morris

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    this is the right path of future thinking

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  • Chris Ife

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  • Reflektor Digital

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Islam Amar on LinkedIn: What Is Low-Rank AdaptationLoRA, or Low-Rank Adaptation, is a lightweight… (30)

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LoRA, or Low-Rank Adaptation, is a lightweight… (2024)

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