f(x1,x2)=x1⋅Swish(x2)=x1⋅(x2⋅σ(x2))
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Quadtree-based image compression formats and level-of-detail systems all work this way. Satellite imagery, terrain rendering, and geographic information systems use quadtree decomposition to serve data at varying resolutions: zoomed out, you see large coarse blocks; zoomed in, you see fine-grained tiles. The same principle extends to three dimensions (octrees) for volume rendering and 3D spatial indexing.