This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
A widely used approach to display realistic FFT (Fast Fourier Transform) ocean water on todays games is presented. A similar approach has been employed in movies like Titanic and Waterworld and in games like Assassin's Creed 3 and Crysis just to name a few. In this presentation we will talk about the matematical aspects that are at the heart of this technique up to the shading aspects that will represent the visual appearance of water and also how the LOD of the water mesh is managed. A demo implemented under Unreal Engine 4 or videos will be presented to better explain such a complex topic.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
A widely used approach to display realistic FFT (Fast Fourier Transform) ocean water on todays games is presented. A similar approach has been employed in movies like Titanic and Waterworld and in games like Assassin's Creed 3 and Crysis just to name a few. In this presentation we will talk about the matematical aspects that are at the heart of this technique up to the shading aspects that will represent the visual appearance of water and also how the LOD of the water mesh is managed. A demo implemented under Unreal Engine 4 or videos will be presented to better explain such a complex topic.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Aujourd’hui, un nombre important de nos clients ont franchi le cap et utilisent Oracle 12c pour des applications en production. Parmi tous ces clients, nous constatons de plus en plus un intérêt prononcé pour l’option Multitenant.
Même si le passage à l’option Multitenant ne présente pas de difficultés en soi, il existe de nombreux pièges à éviter ainsi que quelques points à clarifier, notamment sur les aspects relatifs à la performance.
En abordant un cas concret avec l’un de nos clients, cette présentation vous apportera des éléments de réponses afin de vous permettre d’envisager sereinement la mise en œuvre de cette option qui constitue un changement important et très intéressant d’un point vue architecture.
Webinar: General Technical Overview of MongoDBMongoDB
MongoDB is the leading open-source, document database. In this webinar we'll dive into the technical details of MongoDB by first mapping it from relational concepts. Next we'll discuss an example data model and associated query functionality using commands pulled straight from the MongoDB shell. Finally, we'll delve into some of the deployment functionality provided by MongoDB including solutions for data redundancy, node failover and auto-sharding.
High-Load Storage of Users’ Actions with ScyllaDB and HDDsScyllaDB
The presentation gives a brief overview of the high-load service that stores users' actions. The given service is able to serve up to 240k writes per second in less than 2ms 95 percentile with just a few ScyllaDB nodes packed with HDDs. Hardware setup, cluster specification, live load numbers and latencies achieved are given. The problems we encountered with HDD setup are described along with the possible solutions to them.
This is the presentation I made on JavaDay Kiev 2015 regarding the architecture of Apache Spark. It covers the memory model, the shuffle implementations, data frames and some other high-level staff and can be used as an introduction to Apache Spark
S3, Cassandra or Outer Space? Dumping Time Series Data using Spark - Demi Be...Codemotion
Vast volume of our processed data is Time Series data and once you start working with distributed systems, you start tackling many scale and performance problems: How to handle missing data?Should I handle both serving and backed process or separating them out? Best Performance for Money? In the talk we will tell the tale of all of the transformations we’ve made to our data model@Windward, some of the problems we’ve handled, review the multiple data persistency layers like: S3, MongoDB, Apache Cassandra, MySQL. And I’ll try my best NOT to answer the question “Which one of them is the Best?"
How R Developers Can Build and Share Data and AI Applications that Scale with...Databricks
Historically it has been challenging for R developers to build and share data products that use Apache Spark. In this talk, learn how you can publish Shiny apps that leverage the scale and speed of Databricks, Spark and Delta Lake, so your stakeholders can better leverage insights from your data in their decision making.
stackconf 2023 | Ceph for Public Cloud Workloads by Phil Williams.pdfNETWAYS
Public clouds were initially popularized under the premise that workloads are dynamic, and that you could easily match available compute resources to the peaks and troughs in your consumption, rather than having to maintain mostly idle buffer capacity to meet peak user demand. However, what has become more apparent is that this isn’t necessarily true when it comes to storage. Typically what is observed in production environments is a continual growth of all data sets, across those that are actively used for decision making or transactional processing, those maintained as training data for AI/ML, or kept for archival purposes, and simply just backups of critical data. During this talk we will discuss how Ceph can be deployed in a cost effective manner adjacent to public clouds, and investigate the financial implications of both approaches.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
The infamous Mallox is the digital Robin Hoods of our time, except they steal from everyone and give to themselves. Since mid-2021, they've been playing hide and seek with unsecured Microsoft SQL servers, encrypting data, and then graciously offering to give it back for a modest Bitcoin donation.
Mallox decided to go shopping for new malware toys, adding the Remcos RAT, BatCloak, and a sprinkle of Metasploit to their collection. They're now playing a game of "Catch me if you can" with antivirus software, using their FUD obfuscator packers to turn their ransomware into the digital equivalent of a ninja.
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This document provides a analysis of the Target Company ransomware group, also known as Smallpox, which has been rapidly evolving since its first identification in June 2021.
The analysis delves into various aspects of the group's operations, including its distinctive practice of appending targeted organizations' names to encrypted files, the evolution of its encryption algorithms, and its tactics for establishing persistence and evading defenses.
The insights gained from this analysis are crucial for informing defense strategies and enhancing preparedness against such evolving cyber threats.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
UiPath New York Community Day in-person eventDianaGray10
UiPath Community Day is a unique gathering designed to foster collaboration, learning, and networking with automation enthusiasts. Whether you're an automation developer, business analyst, IT professional, solution architect, CoE lead, practitioner or a student/educator excited about the prospects of artificial intelligence and automation technologies in the United States, then the UiPath Community Day is definitely the place you want to be.
Join UiPath leaders, experts from the industry, and the amazing community members and let's connect over expert sessions, demos and use cases around AI in automation as we highlight our technology with a special speaker on Document Understanding.
📌Agenda
3:00 PM Registrations
3:30 PM Welcome note and Introductions | Corina Gheonea (Senior Director of Global UiPath Community)
4:00 PM Introduction to Document Understanding
How to build and deploy Document Understanding process
Where would Document Understanding be used.
Demo
Q&A
4:45 PM Customer/Partner showcase
Accelirate
Intro to Accelirate and history with UiPath
Why are we excited about the new AI features of UiPath?
Customer highlight
a. Document Understanding – BJs Case Study
b. Document Understanding + generative AI
5.30 PM Networking
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Future Visions: Predictions to Guide and Time Tech Innovation, Peter Udo DiehlPeter Udo Diehl
I'm excited to share my latest predictions on how AI, robotics, and other technological advancements will reshape industries in the coming years. The slides explore the exponential growth of computational power, the future of AI and robotics, and their profound impact on various sectors.
Why this matters:
The success of new products and investments hinges on precise timing and foresight into emerging categories. This deck equips founders, VCs, and industry leaders with insights to align future products with upcoming tech developments. These insights enhance the ability to forecast industry trends, improve market timing, and predict competitor actions.
Highlights:
▪ Exponential Growth in Compute: How $1000 will soon buy the computational power of a human brain
▪ Scaling of AI Models: The journey towards beyond human-scale models and intelligent edge computing
▪ Transformative Technologies: From advanced robotics and brain interfaces to automated healthcare and beyond
▪ Future of Work: How automation will redefine jobs and economic structures by 2040
With so many predictions presented here, some will inevitably be wrong or mistimed, especially with potential external disruptions. For instance, a conflict in Taiwan could severely impact global semiconductor production, affecting compute costs and related advancements. Nonetheless, these slides are intended to guide intuition on future technological trends.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
Forward+ (EUROGRAPHICS 2012)
1. 1 | Forward+ | 2012
FORWARD+: BRINGING DEFERRED
LIGHTING TO THE NEXT LEVEL
AMD
TAKAHIRO HARADA
2. 2 | Forward+ | 2012
DIRECT LIGHTING
§ Lighting = direct lighting + indirect lighting
– This paper focuses direct lighting
§ For each light source, evaluate light intensity, BxDF, visibility.
§ Accumulate multiply of three terms
Light intensity, BxDF, Visibility
3. 3 | Forward+ | 2012
REAL-TIME SOLUTION FOR RENDERING EQUATION
§ Forward rendering
– Limit the number of lights to be evaluated
§ Pick m lights for each object
– Limited visibility computation
§ visibility is not calculated for all the lights
4. 4 | Forward+ | 2012
REAL-TIME SOLUTION FOR RENDERING EQUATION
§ Forward rendering
– Limit the number of lights to be evaluated
§ Pick m lights for each object
– Limited visibility computation
§ visibility is not calculated for all the lights
§ Deferred rendering
– Increase the number of lights
– Separation of light term and BxDF (shading)
5. 5 | Forward+ | 2012
QUESTION
§ Deferred works well for GPUs on console
§ What is the rendering pipeline for today’s high end GPUs?
– It is different from console GPUs
– ALU/Mem ratio is higher
– Branch penalty is smaller
8. 8 | Forward+ | 2012
FORWARD+
§ Extension of Forward rendering pipeline
– Do not limit material usage
§ Extension of Deferred rendering pipeline
– Keep the capability of using many lights
§ Forward+ == Forward + Light Culling
9. 9 | Forward+ | 2012
FORWARD RENDERING PIPELINE
§ Depth prepass
– Fills z buffer
§ Prevent overdraw for shading
§ Shading
– Geometry is rendered
– Pixel shader
§ Iterate through light list set for each object
§ Evaluates materials for the lights
10. 10 | Forward+ | 2012
FORWARD+ RENDERING PIPELINE
§ Depth prepass
– Fills z buffer
§ Prevent overdraw for shading
§ Used for pixel position reconstruction for light culling
§ Light culling
– Culls light per tile basis
– Input: z buffer, light buffer
– Output: light list per tile
§ Shading
– Geometry is rendered
– Pixel shader
§ Iterate through light list calculated in light culling
§ Evaluates materials for the lights
1
2
3
[1,2,3][1] [2,3]
11. 11 | Forward+ | 2012
LIGHT CULLING DETAIL
§ Implemented using compute shader
§ Gather, scatter implementation
– Gather is simpler
– See paper for scatter implementation
§ Gather implementation
– Single compute shader
– A thread group is executed per tile
– Calculate Z extent
– Build frustum
– 64 lights are culled in parallel
– Overlapped light indices are accumulated in TLS
– Export
§ One atomic add
§ Write light indices to a contiguous memory (ó Linked list)
12. 12 | Forward+ | 2012
BENEFITS
§ Material variety
– All the information is available in pixel shader
§ No separation of lighting and shading
§ No limitation to BRDFs
– Improves the pixel quality
§ Smaller memory traffic compared to deferred
– Good for low bandwidth GPUs (e.g., integrated GPUs)
– Performance increase
17. 17 | Forward+ | 2012
AMD LEO DEMO
§ Forward+ rendering pipeline
§ Dynamic lighting from many lights
§ Physically-based BRDFs
§ Indirect illumination by dynamic VPLs
§ AA
http://developer.amd.com/samples/demos/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
18. 18 | Forward+ | 2012
EXTENSIONS
§ Deferred has advantages too
§ Light culling can be used for deferred
– G prepass, light culling, screen space shading
§ Forward+ can be coupled with screen space effects
– SSAO
– Export normal buffer at prepass
– Fetch AO value from pixel shader for final shading
21. 21 | Forward+ | 2012
REAL TIME SHADOWING FROM THOUSANDS OF DYNAMIC LIGHTS
§ Forward + Deferred + Ray Trace
§ Deferred = Primary ray cast result
§ Ray Trace = Visibility computation
§ Forward = Final Shading