3ddfa-v2
無料Routes 3DDFA_V2 face-alignment setup, still-image demos, video tracking, and ONNX benchmarking workflows.
日本語の概要は準備中です。原文の説明を表示しています。
719 件 ・ 関連度順
概要と使いどころ
Routes 3DDFA_V2 face-alignment setup, still-image demos, video tracking, and ONNX benchmarking workflows.
日本語の概要は準備中です。原文の説明を表示しています。
Guide 3DDFA Python inference, geometry rendering, training/evaluation, and optional C++ ONNX workflows for 3D dense face alignment.
日本語の概要は準備中です。原文の説明を表示しています。
Route AIMET install, PyTorch/ONNX quantization, GenAILab, model access, cluster/Pod, Qualcomm SDK, optimization, export, and repository tasks to focused operating guidance.
日本語の概要は準備中です。原文の説明を表示しています。
Operate AnyLabeling desktop annotation, auto-labeling model, dataset export, install, packaging, and release workflows for the PyQt6/ONNX image-labeling package.
日本語の概要は準備中です。原文の説明を表示しています。
优化实际模型推理链路,将正确性对齐、分段 profiling、显存与数据搬运、TensorRT/ONNX/PyTorch 后端、attention/kernel、FP8/compile、缓存与少步采样、质量回归、GPU 成本和服务验收串成同一实验闭环。当用户要求推理提速、降低显存或 GPU 成本、复现模型效果、定位 GPU 利用率低、优化图像/视频/扩散模型或自托管 LLM 时使用,提供 model inference performance optimization 的脱敏案例。纯 API 调用、提示词或 token 用量优化,以及电脑卡顿,不进入本技能的模型推理实验流程。
日本語の概要は準備中です。原文の説明を表示しています。
Use claudraband CLI to control Claude Code sessions programmatically. Use when running, scripting, or automating Claude Code via the claudraband CLI — sending prompts, listing/resuming sessions, or working in interactive REPL mode. Triggers on any mention of claudraband, claudraband-cli, npx claudraband, bunx claudraband, or automating Claude Code sessions. Used when you need to ask yourself (Claude) a question
日本語の概要は準備中です。原文の説明を表示しています。
把本地长视频/音频转写成文字稿 + 可选字幕,纯本地(不上传云端),用 sherpa-onnx X-ASR Zipformer transducer 模型(int8 量化、中英双语、自动标点)。已在 macOS Apple Silicon(int8 + AMX,~100× 实时)、Linux ARM64(CPU,~32× 实时)与 Windows(PowerShell 5.1,CPU)端到端验证。使用 `$lecture-to-md` 默认 ASR 后端;默认不要换成 Qwen。
日本語の概要は準備中です。原文の説明を表示しています。
Transcribe local audio or video with Volcengine Doubao file ASR, including BigASR 1.0 Turbo direct upload and asynchronous 1.0 standard, 1.0 idle, or 2.0 standard jobs through TOS. Use when the user asks for 火山引擎、豆包语音、录音文件识别、音视频转文字、录音稿或字幕。作为 `lecture-to-md` 的可选云端 ASR 子 skill;默认走本地 sherpa-onnx X-ASR,仅在用户明确要求云端 API 或需更高准确率时启用。
日本語の概要は準備中です。原文の説明を表示しています。
Fix cert-manager DNS01 ACME challenges stuck in "pending" state with "DNS record not yet propagated" inside GKE private clusters, even when TXT records exist in Cloudflare DNS. Use when: (1) cert-manager challenges show "pending" for hours with propagation check failures, (2) dig from outside cluster shows correct TXT records but cert-manager can't verify them, (3) Using Cloudflare DNS01 solver in a GKE private cluster with Cloud NAT, (4) Google Cloud intercepts 8.8.8.8 DNS queries returning NXDOMAIN for Cloudflare-managed records, (5) Even --dns01-recursive-nameservers with 1.1.1.1 doesn't fix the propagation check despite TXT records being verifiable from busybox pods in the same namespace. Covers the full debugging flow and certbot manual workaround.
日本語の概要は準備中です。原文の説明を表示しています。
Generate configuration files for applications, services, and infrastructure. Use when: (1) Setting up new projects (package.json, requirements.txt, tsconfig.json), (2) Creating Docker or Kubernetes configurations, (3) Configuring CI/CD pipelines (GitHub Actions, GitLab CI, CircleCI), (4) Setting up web servers (Nginx, Apache), (5) Defining infrastructure as code (Terraform, CloudFormation), (6) Generating linter/formatter configs (ESLint, Prettier, Black). Provides templates and custom-generated configs for diverse tech stacks.
日本語の概要は準備中です。原文の説明を表示しています。
Search and inspect the installed Blueish Blender Asset Library without mutating it. Use when a user asks for a local Blender asset, node preset, Blueish asset, Asset Browser entry, or named source, or when the Router has selected a node-centric/reusable Geometry Nodes, material, simulation, rigging, compositor, or NPR route with eligible local catalogs; return compatible, attributable candidates for the Router-approved workflow.
日本語の概要は準備中です。原文の説明を表示しています。
Build, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedural node graphs, node connections/layout, or a scalable procedural asset.
日本語の概要は準備中です。原文の説明を表示しています。
Design, configure, test, bake, and validate Blender physical effects including Cloth, Soft Body, Rigid Body, collisions, constraints, Fluid, smoke, fire, Dynamic Paint, Ocean, Wave, particles, Boids, force fields, fracture, debris, and secondary effects. Use when gravity, inertia, collision, flexibility, pressure, flow, flocking, emission, or breaking causes the requested result.
日本語の概要は準備中です。原文の説明を表示しています。
Audit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stage and before render, bake, export, or claims of completion.
日本語の概要は準備中です。原文の説明を表示しています。
Build and validate Eevee 3D-to-2D rendering with discrete Shader to RGB lighting bands and a deformation-following inverted-hull Geometry Nodes outline. Use for anime, cel-shaded, toon, hand-drawn, or stylized real-time assets that need editable object-space outlines in Blender Eevee.
日本語の概要は準備中です。原文の説明を表示しています。
Build and validate Blender 5.2 Cycles 3D-to-2D materials using four camera-plane-offset Shader Raycast tests to derive an editable silhouette mask, combined with Cycles-compatible toon or flat shading. Use when a Cycles render needs an in-material outline without Shader to RGB.
日本語の概要は準備中です。原文の説明を表示しています。
Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.
日本語の概要は準備中です。原文の説明を表示しています。
Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated objects.
日本語の概要は準備中です。原文の説明を表示しています。
Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.
日本語の概要は準備中です。原文の説明を表示しています。
Build, calibrate, layer, and validate production Blender materials including bare and coated metal, brushed steel, rust, aged and wet wood planks, stone, concrete, plastic, glass, fabric, water, dirt, moss, and wetness. Use when material identity, UV direction, real-world texture scale, PBR channel handling, roughness response, anisotropy, normal/bump/displacement, transmission, volume absorption, aging, or surface layering determines realism.
日本語の概要は準備中です。原文の説明を表示しています。
Build efficient Blender repetition, Array-driven stairs/modules/openings, instancing, scattering, Bezier/NURBS curve-profile geometry, Geometry Nodes fields, repeat zones, simulation zones, particle-like systems, and collective motion. Use for stairs, railings, trim, pipes, cables, repeated windows/panels, vegetation, debris, crowds, rain, snow, modular structures, or any request involving dependent elements or reusable parameters.
日本語の概要は準備中です。原文の説明を表示しています。
Convert image references into spatial hypotheses, camera constraints, construction routes, material evidence, and measurable Blender reconstruction gates. Use whenever a user asks to replicate, recreate, match, clone, or reconstruct a scene, environment, object, material, lighting setup, or shot from one or more images, especially when room connectivity, hidden space, perspective, visible-frame fidelity, material identity, aging, wetness, or photographic treatment matters.
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, especially when the user does not know whether to use topology, Boolean, Array, curves, snapping, Displace, simulation, Geometry Nodes, or shading.
日本語の概要は準備中です。原文の説明を表示しています。
Plan, build, place, and validate physically meaningful Blender object assemblies, including manufactured part boundaries, mechanical seams, mounting interfaces, pivots, hierarchy, constraints, instancing, modular grids, connector planes, and precision snapping. Use when several objects must form one product, machine, architectural module, vehicle, furniture item, mechanism, or environment structure without incorrectly welding independent parts, eyeballing alignment, or leaving continuous shells as overlapping primitives.
日本語の概要は準備中です。原文の説明を表示しています。