Just figured out that #neuroscience has its own version of Moore's law: The number of simultaneously recorded #neurons doubles every ~7 years. This scaling has profound implications for #DataAnalysis and #modeling in #ComputationalNeuroscience. In this post, I review Stevenson & Kording's 2011 paper and reflect on its relevance today:
Figure 2 (panels a–i) from Marius Pachitariu et al. (2024) shows graph-based clustering strategies used in Kilosort4 to structure large-scale spike datasets. The figure illustrates how dense, high-dimensional spike features are iteratively reassigned and merged to obtain stable clusters from large neural populations. Panel a sketches the neighbor-based reassignment process that progressively reduces an initially large set of clusters. Panel b shows an example clustering overlaid on a t-SNE embedding of spike features. Panel c presents the hierarchical merging tree used to decide which clusters should be combined based on a modularity cost. Panel d summarizes the criteria for accepting or rejecting merges, combining feature-space bimodality with refractory-period constraints derived from spike timing. Panels e and f show the final clustering result, highlighting units that exhibit refractory periods. Panels g and h characterize the resulting units using average waveforms, autocorrelograms, cross-correlograms, and regression projections. Panel i visualizes the spatial distribution of clustered spikes along the probe. Together, the figure exemplifies how modern spike sorting algorithms impose structure on massive datasets by combining graph methods, statistical criteria, and biophysical constraints. Source: Pachitariu et al., Spike sorting with Kilosort4, 2024, Nature Methods, 914–921, DOI: 10.1038/s41592-024-02232-7ꜛ (license: CC BY 4.0)
I love dynamics. If there are no stairs in the game, then this is a rarity. In other words, stairs are a classic environmental object. To create a primitive stairs, it is enough to use the modeling mode in Unreal Engine, there are several options for creating stair meshes. But I need dynamics, so I created one step from box
#Introduction
Hi everyone! I’m Carlos Tomas Grahm, an independent mathematician who previously worked on NSF-funded modeling and continuum mechanics research under a Hopkins-affiliated PI.
My current focus is the intersection of mathematical logic, complexity theory, and applied modeling — how rigorous math can clarify or even accelerate discoveries in other sciences. I enjoy discussing ideas that connect theory to real-world systems and would love to meet others exploring similar links.
Gonna try my luck with FreeCAD one more time, and try designing something I want to construct. I do like the idea of constraints for designing a thing (a tools drawer in my case), but it's totally backwards to what I'm used to do in Blender.
It'll either cause my brain to bleed, or produce something that doesn't explode by looking at it too hard lol Goal is to produce a blueprint out of it, which is one of the purposes of FreeCAD.
I can still do it in Blender with some precision if I fail.
This is new. Had an older version of FreeCAD and noticed it's now a 1.x so I grabed it. Messing around with the workbenches tried this, out of curiosity.
Pretty cool!
Still hurts my brain, but it's a start. Kinda figuring out a workflow here, but I'm totally not looking forward to design the screws I'm gonna use D: Maybe I can find a standarized set to rely on, like KiCAD footprint parts.
Hadn't pained a model in about a year so this was fun. The oil wash I tried went pretty sideways on me, so she's not as spruce as I was hoping for, but definitely looks better than this crappy cellphone pic is leading onto.
Fun project to turn a couple fish tins into a boat. I think I'll probably have another go at it before too long. We're also gonna build some scenery for the game at some point soon too I think.
This trash bashed boat model is looking pretty damn cute after the primer coat. So excited to paint this thing.
This is for the table top war game Scabz. You get a sardine tin or two and then use that as the base for a trash/scratch built model of a boat in whatever style you like. Quite like how my first stab at this is coming along.
But there is one drawback, the algorithm does not work very well if the cable (Curve) will be stretched in all directions along all axes. Therefore, it is necessary to plan how the cable will look and make it in pieces