Gravitational lensing of gravitational waves: universal characteristics of strongly lensed memory waveforms
Ruanjing Zhang, Zhi-Chao Zhao, Shaoqi Hou, Xi-Long Fan, Kai Liao, Zong-Hong Zhu
https://arxiv.org/abs/2510.09132
from my link log —
readtape: Decode the analog waveform extracted from old computer mag tapes.
https://github.com/LenShustek/readtape
saved 2025-11-07 https://
Every once in a while I'm reminded that despite being a graphically heavy GPU accelerated application built entirely in Vulkan with a ton of very custom rendering, ngscopeclient doesn't contain a single vertex or fragment shader in the codebase, just whatever dummy/passthrough shader is used internally by imgui.
Everything is done in compute shaders, even drawing the waveforms (they're just a single textured pair of triangles in the final compositing pass with the ui chrome…
Saito Koji – Waveform Transmission
#alternative
Replaced article(s) found for nlin.SI. https://arxiv.org/list/nlin.SI/new
[1/1]:
- On differential equations invariant under a projective transformation group: integrability and re...
Marianna Euler, Norbert Euler, Francesco Oliveri
https://arxiv.org/abs/2505.09800 https://mastoxiv.page/@arXiv_nlinSI_bot/114516342516898544
- Exact solutions of the reverse space-time higher-order modified self-steepening nonlinear Schr\"o...
Yanan Wang, Xi-hu Wu
https://arxiv.org/abs/2511.03118 https://mastoxiv.page/@arXiv_nlinSI_bot/115501790094140243
- Isochronous waveforms of Li\'enard equations via commutative factorization
G. Gonzalez, O. Cornejo-Perez, J. de la Cruz, H. C. Rosu
https://arxiv.org/abs/2404.08659 https://mastoxiv.page/@arXiv_mathCA_bot/112279695996418481
toXiv_bot_toot
Rejection of wavefront aberrations in an atomic gradiometer
Louis Pagot (LTE), S\'ebastien Merlet (LTE, IACI), Leonid A Sidorenkov (LNE - SYRTE, PSL, CNRS, SU), Franck Pereira dos Santos (SYRTE, LTE)
https://arxiv.org/abs/2511.07013
ngscopeclient is pretty fast, but it's never fast enough.
NVTX instrumentation has been super handy for helping to understand what's going on and which shaders are bogging things down.
I really need to make the CDR PLL both faster and not have artifacts at block boundaries. That's my single biggest pain point at the moment.
I'd love to find more people to help out with this side of things eventually. But where the heck do I find an AAA game shader developer …
Starting to look at some performance improvements for various scopehal filters as I begin the push for v0.2.
The benchmark dataset is P/N legs of 100baseTX Ethernet sampled at 500 Msps with a ThunderScope.
At 50M point memory depth, each waveform is 100 MB in size (2 channels * 8 bits * 500 Msps) and covers 100ms of real time.
The filter graph currently takes just shy of a second to run, meaning we're at 10% of real time. I want to improve on this.