These are the slides of my talk @ digital dragons 2014 in krakow. It's about our deferred rendering approach, material parameter buffers and particle lighting in the game 'Lords of the Fallen'.
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
The rendering technology of 'lords of the fallen' philip hammerMary Chan
This session is about some important aspects of the rendering pipeline of the upcoming Action-RPG "Lords of the Fallen", developed by Deck13 Interactive and CI Games for PS4, Xbox One, and PC. The topic covers several closely related areas like the deferred rendering system, image-based lighting using deferred cubemaps, deferred decals, and an approach for transparent object lighting and shadowing. More specifically, the lecture will cover several strategies to keep the G-Buffer as small and efficient as possible. This includes the description of a G-Buffer attribute-packing scheme and how per-material attributes can be exposed using special parameter lookup tables. Furthermore, a traditional problem of most deferred rendering systems is the seamless integration of transparent objects into the lighting. The lecture will present several ways to approach this problem, for example multi-pass deferred rendering, coloured transparent shadows, and a novel method for deferred particle lighting.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
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
Philip Hammer of DECK13 Interactive GmbH presented techniques used in rendering The Surge. Key points included: using physically based rendering with GGX BRDF; clustered deferred rendering with lighting computed on GPU; deferred decals for details; and optimizing shaders for AMD GCN occupancy. Future work focuses on new deferred approaches like bindless decals, improved materials, and migrating to Vulkan and DX12.
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
The rendering technology of 'lords of the fallen' philip hammerMary Chan
This session is about some important aspects of the rendering pipeline of the upcoming Action-RPG "Lords of the Fallen", developed by Deck13 Interactive and CI Games for PS4, Xbox One, and PC. The topic covers several closely related areas like the deferred rendering system, image-based lighting using deferred cubemaps, deferred decals, and an approach for transparent object lighting and shadowing. More specifically, the lecture will cover several strategies to keep the G-Buffer as small and efficient as possible. This includes the description of a G-Buffer attribute-packing scheme and how per-material attributes can be exposed using special parameter lookup tables. Furthermore, a traditional problem of most deferred rendering systems is the seamless integration of transparent objects into the lighting. The lecture will present several ways to approach this problem, for example multi-pass deferred rendering, coloured transparent shadows, and a novel method for deferred particle lighting.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
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
Philip Hammer of DECK13 Interactive GmbH presented techniques used in rendering The Surge. Key points included: using physically based rendering with GGX BRDF; clustered deferred rendering with lighting computed on GPU; deferred decals for details; and optimizing shaders for AMD GCN occupancy. Future work focuses on new deferred approaches like bindless decals, improved materials, and migrating to Vulkan and DX12.
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
Creative operations teams expect increased AI use in 2024. Currently, over half of tasks are not AI-enabled, but this is expected to decrease in the coming year. ChatGPT is the most popular AI tool currently. Business leaders are more actively exploring AI benefits than individual contributors. Most respondents do not believe AI will impact workforce size in 2024. However, some inhibitions still exist around AI accuracy and lack of understanding. Creatives primarily want to use AI to save time on mundane tasks and boost productivity.
Organizational culture includes values, norms, systems, symbols, language, assumptions, beliefs, and habits that influence employee behaviors and how people interpret those behaviors. It is important because culture can help or hinder a company's success. Some key aspects of Netflix's culture that help it achieve results include hiring smartly so every position has stars, focusing on attitude over just aptitude, and having a strict policy against peacocks, whiners, and jerks.
PEPSICO Presentation to CAGNY Conference Feb 2024Neil Kimberley
PepsiCo provided a safe harbor statement noting that any forward-looking statements are based on currently available information and are subject to risks and uncertainties. It also provided information on non-GAAP measures and directing readers to its website for disclosure and reconciliation. The document then discussed PepsiCo's business overview, including that it is a global beverage and convenient food company with iconic brands, $91 billion in net revenue in 2023, and nearly $14 billion in core operating profit. It operates through a divisional structure with a focus on local consumers.
Content Methodology: A Best Practices Report (Webinar)contently
This document provides an overview of content methodology best practices. It defines content methodology as establishing objectives, KPIs, and a culture of continuous learning and iteration. An effective methodology focuses on connecting with audiences, creating optimal content, and optimizing processes. It also discusses why a methodology is needed due to the competitive landscape, proliferation of channels, and opportunities for improvement. Components of an effective methodology include defining objectives and KPIs, audience analysis, identifying opportunities, and evaluating resources. The document concludes with recommendations around creating a content plan, testing and optimizing content over 90 days.
How to Prepare For a Successful Job Search for 2024Albert Qian
The document provides guidance on preparing a job search for 2024. It discusses the state of the job market, focusing on growth in AI and healthcare but also continued layoffs. It recommends figuring out what you want to do by researching interests and skills, then conducting informational interviews. The job search should involve building a personal brand on LinkedIn, actively applying to jobs, tailoring resumes and interviews, maintaining job hunting as a habit, and continuing self-improvement. Once hired, the document advises setting new goals and keeping skills and networking active in case of future opportunities.
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands.
It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
You’ll learn:
- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
- New developments in privacy and data regulation.
- Emerging ad formats that are expected to make an impact next year.
Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
5 Public speaking tips from TED - Visualized summarySpeakerHub
From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world.
With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
The document provides career advice for getting into the tech field, including:
- Doing projects and internships in college to build a portfolio.
- Learning about different roles and technologies through industry research.
- Contributing to open source projects to build experience and network.
- Developing a personal brand through a website and social media presence.
- Networking through events, communities, and finding a mentor.
- Practicing interviews through mock interviews and whiteboarding coding questions.
Google's Just Not That Into You: Understanding Core Updates & Search IntentLily Ray
1. Core updates from Google periodically change how its algorithms assess and rank websites and pages. This can impact rankings through shifts in user intent, site quality issues being caught up to, world events influencing queries, and overhauls to search like the E-A-T framework.
2. There are many possible user intents beyond just transactional, navigational and informational. Identifying intent shifts is important during core updates. Sites may need to optimize for new intents through different content types and sections.
3. Responding effectively to core updates requires analyzing "before and after" data to understand changes, identifying new intents or page types, and ensuring content matches appropriate intents across video, images, knowledge graphs and more.
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc.
It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
Time Management & Productivity - Best PracticesVit Horky
Here's my presentation on by proven best practices how to manage your work time effectively and how to improve your productivity. It includes practical tips and how to use tools such as Slack, Google Apps, Hubspot, Google Calendar, Gmail and others.
The six step guide to practical project managementMindGenius
The six step guide to practical project management
If you think managing projects is too difficult, think again.
We’ve stripped back project management processes to the
basics – to make it quicker and easier, without sacrificing
the vital ingredients for success.
“If you’re looking for some real-world guidance, then The Six Step Guide to Practical Project Management will help.”
Dr Andrew Makar, Tactical Project Management
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Applitools
During this webinar, Anand Bagmar demonstrates how AI tools such as ChatGPT can be applied to various stages of the software development life cycle (SDLC) using an eCommerce application case study. Find the on-demand recording and more info at https://applitools.info/b59
Key takeaways:
• Learn how to use ChatGPT to add AI power to your testing and test automation
• Understand the limitations of the technology and where human expertise is crucial
• Gain insight into different AI-based tools
• Adopt AI-based tools to stay relevant and optimize work for developers and testers
* ChatGPT and OpenAI belong to OpenAI, L.L.C.
2. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Intro
● Deck13 Interactive is one of the leading game developers in Germany
○ In-house multiplatform technology FLEDGE
(PS4, XB1, PC, PS3, XB360, iOS)
○ Previously: Venetica, Jack Keane, Blood Knights, Tiger&Chicken, etc.
3. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Intro
● Currently working on “Lords of the Fallen”
○ 3rd-person challenging Action-RPG
○ Platforms PS4, XB1, PC
○ Development together with CI Games
○ Release End of 2014
4. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Development
● LotF started as a PS3/XB360 title
● Gradually shifted to (back then) “Next-Gen”
○ Lot of changes in content
● Tech challenges
○ Switch from Light-Prepass to Deferred Rendering
○ Drop of DX9-support unlocked a lot of freedom
○ Feature a lot more multithreading
5. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Overview
● Our Deferred Rendering Approach
● Deferred Material Parameter Buffer
● Deferred Particle Lighting
● Short Teaser
○ Transparent Shadows
○ Volumetric Lighting
○ GPU Particles
6. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Our Deferred Rendering Approach
● Switch from Light-Prepass Rendering to more traditional Deferred
Rendering
○ Getting rid of the second geometry-pass
○ Overhead for Geometry and API was horrible on consoles
○ Memory amount and bandwidth is good nowadays
■ can afford a lot more rendertarget memory
○ Had to move a lot effects from object-shaders to deferred stages
(reflections, fog, etc.)
8. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Our Deferred Rendering Approach
● Render minimal G-Buffer
○ 2x RGBA8_UNORM +
R11G11B10_FLOAT + D24S8 = 128 bpp
● Render L-Buffer
○ 2x R11G11B10_FLOAT
○ separate diffuse + specular lighting
● Render deferred reflections
○ Several Environment-Probes
Cubemaps + Screenspace Reflections
● Render combine pass
○ Composite Albedo, Spec-Color, Lighting, Reflections
● Render transparent objects
● Render deferred fog
● Render postprocessing
9. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
● Should be still as small as possible
● Parameter encoding
○ 2-channel normals
○ Compact YCoCg for albedo + specular-color [Mavridis12]
■ Interleave chroma component
○ Parameter packing
■ Pack single bits and use lower precision for some attributes
○ Share channels for mutual exclusive parameters
● Material-ID/-Index for referencing per-material parameters
○ more on this later
● 128 bpp (31,64 MB @ 1080p) even fits into XB1 ESRAM
10. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
RED GREEN BLUE ALPHA
MRT0
RGBA8_UNORM
Encoded Normal Material-
ID / Index
Specular
Exponent
MRT1
RGBA8_UNORM
Albedo
Luma
Albedo
Chroma
Spec.
Luma
Spec. Chroma /
Translucency
L-Buffer (Diffuse)
R11G11B10_F
Irradiance Lightmap -
Depth/Stencil
D24S8
Depth Stencil
● Colored Specular and Translucency are mutual
exclusive!
○ Determined by Material-ID
11. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
RED GREEN BLUE ALPHA
MRT0
RGBA8_UNORM
Encoded Normal Material-
ID / Index
Specular
Exponent
MRT1
RGBA8_UNORM
Albedo
Luma
Albedo
Chroma
Spec.
Luma
Spec. Chroma /
Translucency
L-Buffer (Diffuse)
R11G11B10_F
Irradiance Lightmap -
Depth/Stencil
D24S8
Depth Stencil
● 1 Bit Material-ID determines whether MRT1.a
contains Translucency or Spec. Chroma.
● 7 Bit Material-Index used to reference Material
Parameter Buffers
12. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
RED GREEN BLUE ALPHA
MRT0
RGBA8_UNORM
Encoded Normal Material-
ID / Index
Specular
Exponent
MRT1
RGBA8_UNORM
Albedo
Luma
Albedo
Chroma
Spec.
Luma
Spec. Chroma /
Translucency
L-Buffer (Diffuse)
R11G11B10_F
Irradiance Lightmap -
Depth/Stencil
D24S8
Depth Stencil
● 1 Bit Material-ID determines whether MRT1.a
contains Translucency or Spec. Chroma.
● 7 Bit Material-Index used to reference Material
Parameter Buffers
// extract material-id from g-buffer
float unpackMaterialID ( float packedIndexID )
{
return floor( ( packedIndexID * 255.0 ) / 128.0 ) ;
}
// extract material-index from g-buffer
uint unpackMaterialIndex ( float packedIndexID )
{
const uint bufferElements = 4 ;
uint index = uint( packedIndexID * 255.0 ) & 0x7f ;
return index * bufferElements ;
}
13. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
RED GREEN BLUE ALPHA
MRT0
RGBA8_UNORM
Encoded Normal Material-
ID / Index
Specular
Exponent
MRT1
RGBA8_UNORM
Albedo
Luma
Albedo
Chroma
Spec.
Luma
Spec. Chroma /
Translucency
L-Buffer (Diffuse)
R11G11B10_F
Irradiance Lightmap -
Depth/Stencil
D24S8
Depth Stencil
● Stencil used for masking
○ 3 Bits for Decals, Reflections, Skin/SSSSS
● 2 Bits Light-Volume Stenciling
14. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
G-Buffer Layout
● Other Attributes affecting only a few objects will be rendered in a
separate pass
○ Tangents for smooth alpha-test
○ Per-object rimlights, emissive/glow & other FX
○ Motion-Vectors of moving objects for motionblur
■ vectors for static geometry are computed by reprojecting the depthbuffer
(“camera-motionblur”)
○ Distortion-Vectors for Post-Distort
15. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Material Parameter Buffer (MP-Buffers)
● What to do with additional material parameters when G-Buffer is full?
○ Increasing G-Buffer size not always an option
○ Information is sometimes only needed per-material, not necessarily per-
pixel frequency
● Examples
○ Reflection-Parameters (Strength, Fresnel)
○ Subsurface-Scattering Parameters (Distortion, Tint)
○ etc.
16. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Material Parameter Buffer (MP-Buffers)
● Our solution: Material Parameter Buffers
● Generate buffer every frame on CPU and bind to lighting-/reflection-
shader
○ Lookup Table for material parameters
■ DX9: multiple 1D RGBA8 textures
■ DX11: structured buffer
○ Stores parameters from material
○ Indexed by Material-Index (G-Buffer)
■ can index up to 128 different materials per frame
● 7 Bit, because 1 Bit reserved for Material-ID
■ determine for each drawcall a set of parameters
● Smart value quantization and interleaving
● Allows a lot more material variety for deferred rendering
17. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
MP-Buffers Example
● Subsurface-scattering / backscattering inspired by [Brisebois12]
● Some problems in deferred rendering
○ Too many per-surface parameters
○ Parametrization per light can work, but inflexible (e.g. white light
filters through differently colored objects)
● We store a single scalar translucency value per-pixel
● Other parameters (e.g. fresnel parameters and tint) are stored in MP-
Buffers and can therefore only vary per material
18. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
● Subsurface-scattering / backscattering inspired by [Brisebois12]
MP-Buffers Example
G-Buffer MRT0.a = Material-ID/-Index
Translates to LUT / structured buffer
Material-
Index
sssDistortion sssPower sssMaterialColor …
0 4.5 2.4 0.43, 0.39, 0.84 …
1 8.0 3.5 0.22, 0.51, 0.52 …
2 5.6 4.1 0.41, 0.43, 0.11 …
... ... ... ... ...
19. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
● Subsurface-scattering / backscattering inspired by [Brisebois12]
MP-Buffers Example
// deferred light-volume fragment shader
Buffer<float4> parameterBuffer ;
uint materialIndex = unpackMaterialIndex(gbuffer0Value . a);
float4 matParamBuffer0 = parameterBuffer[materialIndex];
float4 matParamBuffer1 = parameterBuffer[materialIndex + 1];
float sssDistortion = matParamBuffer0 . x ;
// backscattering according to [Brisebois12]
float3 sssLightVector = L + N * sssDistortion ;
float sssDot = exp2 ( saturate ( dot ( V, -sssLightVector ) ) * sssPower - sssPower ) * sssScale ;
float3 sssColor = ( sssDot * sssMaterialColor * sssLightColor ) * backscattering_mask ;
Parameters per Light (cbuffer)
Parameters per Material (mp-buffer)
Parameters per Pixel (g-bufer)
Material-
Index
sssDistortion sssPower sssMaterialColor …
0 4.5 2.4 0.43, 0.39, 0.84 …
1 8.0 3.5 0.22, 0.51, 0.52 …
2 5.6 4.1 0.41, 0.43, 0.11 …
... ... ... ... ...
20. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Lighting
● 4 different light-types: directional, point, spot, box (local directional)
○ currently around dynamic 500 lights per level
○ most of them featuring animated gobo-textures & shadow-casting
● Classic light-volume accumulation into L-Buffer
○ With optional double-sided stencil masking for large lights
○ Tiled Deferred is currently under development
21. Digital Dragons 2014
Lighting
● Diffuse L-Buffer
○ Indirect lighting
○ Filled in G-Buffer stage
○ Directional irradiance lightmaps for static
geometry
○ SH lightprobes for dynamic objects
○ We use Geomerics Enlighten
24. Digital Dragons 2014
Lighting
● Reflection Buffer
○ Shared with specular L-Buffer
○ Static reflections (indirect specular lighting)
○ IBL with localized, parallax corrected cubemaps [Largarde12]
25. Digital Dragons 2014
Lighting
● Reflection Buffer
○ Shared with specular L-Buffer
○ Static reflections (indirect specular lighting)
○ IBL with localized, parallax corrected cubemaps [Largarde12]
● Environment-Probes
○ Create 6 “screenshots” (raw RGBA16_F) with 90° Fov and 1:1
aspect. Skip postprocessing, gui etc.
○ Make cubemap out of 6 screenshots (256x256x256 / BC6)
○ Use ATI CubemapGen API to filter mipmap-chain + Edge-Fixup
○ Doesn’t match BRDF, but looks good with some artist tweaks
● All reflections done in a single fullscreen pass [Drobot12]
○ Gather 8 most influential env-probes and check if inside one or
more env-probe AABB
26. Digital Dragons 2014
Lighting
● Final Frame
○ Composite
○ Volumetric Light Scattering
○ Transparent Objects
○ Postprocessing
27. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting
● We wanted to have lit particles
○ Better integration into scene
○ Reuse particle effects under different lighting conditions or in shadow
28. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting
● Common type of particles: atmospheric, smoke, dust & fog effects
○ Usually transparent, dense ... and cause a lot of overdraw
○ Cost explosion when lighting every fragment
○ Non-directional, low-frequency information
○ Perfect for vertex-lighting
● Deferred vertex-lighting
○ No compromise in number of affecting lights and shadows
○ Fits perfectly into deferred pipeline
29. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting: G-Buffer
● Step 1: render a non-screenspace particle “G-Buffer”
○ Basically a sequential list
○ Render particle vertex-buffer as point-list
(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST)
○ Rasterize viewspace-positions of particles subsequently into a buffer
■ Currently a 1024x512 RGBA16F texture for all visible lit particles
○ G-Buffer currently contains only vertex-positions
■ Could be extended with more surface attributes like translucency or
normals (which doesn’t make too much sense with billboard-particles)
30. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting: G-Buffer
● Step 1: render a non-screenspace particle “G-Buffer”
○ Compute the next list index in vertex shader and rasterize
■ Based on current SV_VertexID and the previously rendered particles count
as shader constant vertexCountPerInstance
■ When using instanced particles, also factor in SV_InstanceID
// vertex-shader
// pos = SV_Position
float4 pos = 1.0 ;
// vertexId = SV_VertexID, instanceId = SV_InstanceID
// param_vertexcount = shader constant holding the currently rendered number of vertices
float vertexIndex = vertexId + ( instanceId * vertexCountPerInstance) + param_vertexcount ;
float rasterPosY = trunc ( vertexIndex / textureWidth ) ;
float rasterPosX = trunc ( vertexIndex - rasterPosY * textureWidth ) ;
pos . x = ( ( rasterPosX * 2.0 ) - textureWidth ) / textureWidth ;
pos . y = ( ( rasterPosY * 2.0 ) - textureHeight ) / textureHeight ;
pos . zw = 1.0 ;
31. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting: Lighting
● Step 2: Apply lighting similar to normal deferred lighting
○ Use fullscreen-quads instead of light-volumes, because the fragments
have no spatial relationship (Non-Screenspace Fragment-List)
○ Different light-types, shadows, projected textures, etc. “just works”
○ Very simple “lighting model”
○ Shadowing: PCF with large kernel width reduces flickering in shadow/light
transitions
○ Optimization: Stencil-Mask each fragment in Per-Vertex G-Buffer
// pixel shader
// trivial implementation (different for each light type):
// - sample g-buffer containing the viewspace positions of particle vertices
// - compute light attenuation base on position and light parameters (...)
float3 positionVS = SAMPLE ( perVertexGBufferSampler, screenUV . xy ) . rgb ;
col0 . rgb = light_color . rgb * getLightAttenuation ( positionVS ) * getShadowing ( positionVS ) ;
32. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting: Material
● Step 3: Render particles with lighting applied
○ Take care of exact rendering order (same as G-Buffer stage)
○ Sample particle L-Buffer in vertexshader
○ Interpolate lighting to fragment shader and modulate with particle texture
// vertex-shader
// vertexId = SV_VertexID, instanceId = SV_InstanceID
// param_vertexcount = shader constant holding the currently rendered number of vertices
float vertexIndex = vertexId + ( instanceId * vertexCountPerInstance ) + param_vertexcount ;
float3 perVertexLightBufferUV = 0;
perVertexLightBufferUV . y =trunc ( vertexIndex / textureWidth ) ;
perVertexLightBufferUV . x =trunc ( vertexIndex - perVertexLightBufferUV . y * textureWidth ) ;
perVertexLightBufferUV . y = ( textureHeight - 1.0 ) - perVertexLightBufferUV . y ;
float4 lbufferValue = perVertexLightBufferTexture .Load ( (int3)perVertexLightBufferUV . xyz ) ;
// pixel-shader
col0 . rgb = particleTextureColor . rgb * f_in . lbufferValue . rgb ;
33. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Deferred Particle Lighting - Conclusion
● Great for many types of particles
○ Cheap and effective
● Inherits problems of all per-vertex techniques
○ Low spatial resolution
● Works best with small particles
● Very small and bright lights can lead to flickering if only one corner of
particle gets suddenly lit
● Be wary of buffer overflow with many lit particles
34. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Transparent Shadows
● Shadowmask for PSSM
○ Accumulate cascades in screenspace
○ Depth-preserving gauss-blur
○ Can accumulate up to 4 different monochromatic shadow-sources
● Each light can also cast colored transparent shadows
○ Simple approach:
■ Render certain objects alpha-blended into shadowmap-sized RGBA8 buffer
■ Use shadowmap as depth buffer
■ Sample RGBA8 buffer with shadowmap uv and multiply with lighting
■ Works seamless with volumetric lights and particle lighting
○ Problems:
■ Shadowmask reduced to 1 shadow-source
■ Self-shadowing not correct, but normally not an issue
35. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
● All lights can cast depth-tested transparent shadows
Transparent Shadows
36. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Transparent Shadows
● Works also with volumetric lights, transparent particles, etc.
37. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Volumetric Lighting
● For details, see Benjamin Glatzels talk yesterday
● Raymarching in light’s view space while evaluating the shadowmap
○ Also evaluate projector-texture, transparent shadows, IES light-profiles,
noise volume-texture, etc
● Based on the technique presented by [Toth09]
38. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Volumetric Lighting
39. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
GPU Particles
● Yeah, we have GPU particles as well
● Compute Shader-based simulations of large amounts of particles
○ Screenspace collisions (test against depthbuffer)
○ Lots of different emitter types
○ Driven by prebaked 3D vector fields and other force-field types
○ Topic would fill another 45 minutes, so just a teaser
40. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
GPU Particles
41. Philip Hammer, The Rendering Technology of ‘Lords of the Fallen’
Things for the future
● Physical Based Rendering
○ We already have a PBR renderpath, but a lot of content was already
done, so it didn’t make it into LotF
● Re-introduce a pure z-prepass
○ Z-Layout done before G-Buffer
○ Reduces Overdraw and can use implicit alpha-test per depth-test=equal
○ Helps with decals
● Tools, tools tools
○ Optimized workflows, better tools and therefore faster iteration times are
more important than more funky graphics effects