Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Presented September 30, 2009 in San Jose, California at GPU Technology Conference.
Describes the new features of OpenGL 3.2 and NVIDIA's extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadTristan Lorach
This presentation introduces a new NVIDIA extension called Command-list.
The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits.
The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models
The driver for trying should be PreRelease 347.09
http://www.nvidia.com/download/driverResults.aspx/80913/en-us
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
EXT_window_rectangles extends OpenGL with a new per-fragment test called the "window rectangles test" for use with FBOs that provides 8 or more inclusive or exclusive rectangles for rasterized fragments. Applications of this functionality include web browsers and virtual reality.
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
NV_path_rendering is an OpenGL extension for GPU-accelerated path rendering. Recent functionality improvements provide better performance, better typography, rounded rectangles, conics, and OpenGL ES support. This functionality is available today with NVIDIA's 337.88 drivers.
The latest NV_path_rendering specification documents these new functional improvements:
https://www.opengl.org/registry/specs/NV/path_rendering.txt
You can find sample code here:
https://github.com/markkilgard/NVprSDK
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Recorded video here:
http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html
Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away.
vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful.
Presented September 30, 2009 in San Jose, California at GPU Technology Conference.
Describes the new features of OpenGL 3.2 and NVIDIA's extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadTristan Lorach
This presentation introduces a new NVIDIA extension called Command-list.
The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits.
The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models
The driver for trying should be PreRelease 347.09
http://www.nvidia.com/download/driverResults.aspx/80913/en-us
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
EXT_window_rectangles extends OpenGL with a new per-fragment test called the "window rectangles test" for use with FBOs that provides 8 or more inclusive or exclusive rectangles for rasterized fragments. Applications of this functionality include web browsers and virtual reality.
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
NV_path_rendering is an OpenGL extension for GPU-accelerated path rendering. Recent functionality improvements provide better performance, better typography, rounded rectangles, conics, and OpenGL ES support. This functionality is available today with NVIDIA's 337.88 drivers.
The latest NV_path_rendering specification documents these new functional improvements:
https://www.opengl.org/registry/specs/NV/path_rendering.txt
You can find sample code here:
https://github.com/markkilgard/NVprSDK
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Recorded video here:
http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html
Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away.
vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful.
OpenGL Fixed Function to Shaders - Porting a fixed function application to “m...ICS
Watch the video here: http://bit.ly/1TA24fU
OpenGL Fixed Function to Shaders - Porting a fixed function application to “modern” OpenGL - Webinar Mar 2016
This presentation made at TI Developer Conference 2008, introduces the options available for developers to create User Interfaces on TI SGX based platforms.
Takes the reader through the various components of windowing systems, and how to develop and benchmark various Graphics applications using OpenGL and other toolsets. Also includes a Cheatsheet that covers various terminologies used in the Graphics world.
In this whitepaper, you will learn how to mix conventional 3D rendering with GPU-accelerated path rendering within your OpenGL program using the NV_path_rendering extension.
The Titanium OpenGL Module (Ti.OpenGL) opens the door to sophisticated graphics development for the Titanium programmer by exposing the entire OpenGL ES 1 and ES 2 graphics API to the Ti Javascript environment. The Ti.OpenGL view extends Ti.UI.View with a graphics rendering canvas that is easily managed within the Titanium view hierarchy. In addition, the module provides a databuffer object to hold large datasets and mitigate any inefficiency that arises from modeling datasets in Javascript.
This talk demonstrates the pragmatics of building sophisticated graphics displays using Ti.OpenGL in both ES 1 and ES 2. It will reveal several reusable design abstractions that take advantage of features of the Javascript environment. Among the topics to be covered are:
- OpenGL basic setup and animation
- Use of databuffers for attribute and index arrays
- Connecting databuffers and vertex buffer objects (vbo’s)
- Using external resources (textures, shaders, etc.)
Computer Graphics - Lecture 01 - 3D Programming I💻 Anton Gerdelan
Slides from when I was teaching CS4052 Computer Graphics at Trinity College Dublin in Ireland.
These slides aren't used any more so they may as well be available to the public!
There are some mistakes in the slides, I'll try to comment below these.
This is the second lecture, and introduces programming with OpenGL 4 and shaders.
Lab Practices and Works Documentation / Report on Computer GraphicsRup Chowdhury
This is a report that I have prepared during my Computer Graphics Lab course. This contains the theoretical information that we learned in our introduction class. It also contains information on different computer graphics tools and software. It contains codes to create different and also the procedure.
1. Information on GLUT
2. Flag drawing with GLUT
3. DDA Algorithm
4. Midpoint Line Drawing Algorithm
5. Tansformation
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
D11: a high-performance, protocol-optional, transport-optional, window system...Mark Kilgard
Consider the dual pressures toward a more tightly integrated workstation window system: 1) the need to efficiently handle high bandwidth services such as video, audio, and three-dimensional graphics; and 2) the desire to achieve the under-realized potential for local window system performance in X11.
This paper proposes a new window system architecture called D11 that seeks higher performance while preserving compatibility with the industry-standard X11 window system. D11 reinvents the X11 client/server architecture using a new operating system facility similar in concept to the Unix kernel's traditional implementation but designed for user-level execution. This new architecture allows local D11 programs to execute within the D11 window system kernel without compromising the window sytem's integrity. This scheme minimizes context switching, eliminates protocol packing and unpacking, and greatly reduces data copying. D11 programs fall back to the X11 protocol when running remote or connecting to an X11 server. A special D11 program acts as an X11 protocol translator to allow X11 programs to utilize a D11 window system.
[The described system was never implemented.]
NVIDIA OpenGL and Vulkan Support for 2017Mark Kilgard
Learn how NVIDIA continues improving both Vulkan and OpenGL for cross-platform graphics and compute development. This high-level talk is intended for anyone wanting to understand the state of Vulkan and OpenGL in 2017 on NVIDIA GPUs. For OpenGL, the latest standard update maintains the compatibility and feature-richness you expect. For Vulkan, NVIDIA has enabled the latest NVIDIA GPU hardware features and now provides explicit support for multiple GPUs. And for either API, NVIDIA's SDKs and Nsight tools help you develop and debug your application faster.
NVIDIA booth theater presentation at SIGGRAPH in Los Angeles, August 1, 2017.
http://www.nvidia.com/object/siggraph2017-schedule.html?id=sig1732
Get your SIGGRAPH driver release with OpenGL 4.6 and the latest Vulkan functionality from
https://developer.nvidia.com/opengl-driver
Accelerating Vector Graphics Rendering using the Graphics Hardware PipelineMark Kilgard
SIGGRAPH 2015 paper.
We describe our successful initiative to accelerate Adobe Illustrator with the graphics hardware pipeline of modern GPUs. Relying on OpenGL 4.4 plus recent OpenGL extensions for advanced blend modes and first-class GPU-accelerated path rendering, we accelerate the Adobe Graphics Model (AGM) layer responsible for rendering sophisticated Illustrator scenes. Illustrator documents render in either an RGB or CMYK color mode. While GPUs are designed and optimized for RGB rendering, we orchestrate OpenGL rendering of vector content in the proper CMYK color space and accommodate the 5+ color components required. We support both non-isolated and isolated transparency groups, knockout, patterns, and arbitrary path clipping. We harness GPU tessellation to shade paths smoothly with gradient meshes. We do all this and render complex Illustrator scenes 2 to 6x faster than CPU rendering at Full HD resolutions; and 5 to 16x faster at Ultra HD resolutions.
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingMark Kilgard
Presented at SIGGRAPH Asia 2012 in Singapore on Friday, 30 November 14:15 - 16:00 during the "Points and Vectors" session.
Find the paper at http://developer.nvidia.com/game/gpu-accelerated-path-rendering or on Slideshare.
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have relied largely on CPU-based algorithms for the filling and stroking of paths. Learn about our approach to accelerate path rendering with our GPU-based "Stencil, then Cover" programming interface. We've built and productized our OpenGL-based system.
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
Location: Conference Hall K, Singapore EXPO
Date: Thursday, November 29, 2012
Time: 11:00 AM - 11:50 PM
Presenter: Mark Kilgard (Principal Software Engineer, NVIDIA, Austin, Texas)
Abstract: Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Topic Areas: Computer Graphics; Development Tools & Libraries; Visualization; Image and Video Processing
Level: Intermediate
Preprint for SIGGRAPH Asia 2012
Copyright ACM, 2012
For thirty years, resolution-independent 2D standards (e.g. PostScript,
SVG) have depended on CPU-based algorithms for the filling and
stroking of paths. However advances in graphics hardware have largely
ignored the problem of accelerating resolution-independent 2D graphics
rendered from paths.
Our work builds on prior work to re-factor the path rendering task
to leverage existing capabilities of modern pipelined and massively
parallel GPUs. We introduce a two-step “Stencil, then Cover” (StC)
paradigm that explicitly decouples path rendering into one GPU
step to determine a path’s filled or stenciled coverage and a second
step to rasterize conservative geometry intended to test and reset the
coverage determinations of the first step while shading color samples
within the path. Our goals are completeness, correctness, quality, and
performance—but we go further to unify path rendering with OpenGL’s
established 3D rendering pipeline. We have built and productized our
approach to accelerate path rendering as an OpenGL extension.
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingMark Kilgard
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS106.html
Location: West Hall Meeting Room 503, Los Angeles Convention Center
Date: Wednesday, August 8, 2012
Time: 2:40 PM – 3:40 PM
The future of GPU-based visual computing integrates the web, resolution-independent 2D graphics, and 3D to maximize interactivity and quality while minimizing consumed power. See what NVIDIA is doing today to accelerate resolution-independent 2D graphics for web content. This presentation explains NVIDIA's unique "stencil, then cover" approach to accelerating path rendering with OpenGL and demonstrates the wide variety of web content that can be accelerated with this approach.
More information: http://developer.nvidia.com/nv-path-rendering
Presented at the GPU Technology Conference 2012 in San Jose, California.
Monday, May 14, 2012.
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Topics covered include the latest advances available for Cg 3.1, the OpenGL Shading Language (GLSL); programmable tessellation; improved support for Direct3D conventions; integration with Direct3D and CUDA resources; bindless graphics; and more. When you utilize the latest OpenGL innovations from NVIDIA in your graphics applications, you benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
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
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
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!
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Assuring Contact Center Experiences for Your Customers With ThousandEyes
CS 354 Viewing Stuff
1. CS 354 Viewing Stuff Mark Kilgard University of Texas January 19, 2012
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10. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary Framebuffer NDC to window space NDC = Normalized Device Coordinates, this is a [-1,+1] 3 cube Really lots more steps than this but these are the non-trivial operations in our simple triangle example Depth buffer
11. Full OpenGL state machine Lots more operations are supported Just most can be disable or made trivial (pass through modes)
23. Assembling a Vertex glColor4f glColor3f glColor4ub, etc. glTexCoord2f glTexCoord3s glTexCoord4i, etc. glNormal3f glNormal3s glNormal3b, etc. the “latch” behavior glVertex2s glVertex3f glVertex4d assemble a vertex with all its attributes to triangle assembly glVertex* commands trigger a latch that assembles a complete vertex R G B A S T R Q Nx Ny Nz X Y Z W Nx Ny Nz S T R Q R G B A X Y Z W
29. Other Begin Mode State Machines: GL_TRIANGLE_STRIP initial no vertex one vertex two vertexes Begin(TRIANGLE_ STRIP) Vertex Vertex Vertex / Emit Triangle End End End two vertexes Vertex / Emit Reverse Triangle End
30. Other Begin Mode State Machines: GL_POINTS and GL_LINES initial no vertex one vertex Begin(LINES) Vertex / Emit Line End End initial no vertex Begin(POINTS) Vertex / Emit Point End Actual hardware state machine handles all OpenGL begin modes, so rather complex
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36. Clipped Triangle Visualized Clipped and Rasterized Normally Visualization of NDC space Notice triangle is “poking out” of the cube; this is the reason that should be clipped
37. Break Clipped Triangle into Two Triangles But how do we find these “new” vertices? The edge clipping the triangle is the line at X = -1 so we know X = -1 at these points—but what about Y?
38. Use Ratios to Interpolate Clipped Positions (-1.8, 0.8, 0.3) (-0.8, 0.8, -0.2) (0, -0.8, -0.2) origin at (0,0,0) X = -1 Y = (1.8/2.6)×0.8 + (0.8/2.6)×0.8 = 0.8 Z = (1.8/2.6)×0.3 + (0.8/2.6)×-0.2 = 0.1461538 -1-(-1.8)=0.8 0.8-(-1)=1.8 0.8-(-1.8)=2.6 (-1,0.8,0.146153) Straightforward because all the edges are orthogonal Weights: 1.8/2.6 0.8/2.6, sum to 1
39. Use Ratios to Interpolate Clipped Positions (-1.8, 0.8, 0.3) (-0.8, 0.8, -0.2) (0, -0.8, -0.2) origin at (0,0,0) 0-(-1.8) = 1.8 0-(-1) = 1 X = -1 Y = (1/1.8)×0.8 + (0.8/1.8)×-0.8 = 0.08888… Z = (1/1.8)×0.3 + (0.8/1.8)×-0.2 = 0.07777… (-1,0.0888,0.0777) -1-(-1.8) = 0.8 Weights: 1/1.8 0.8/1.8, sum to 1
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43. Triangle clipped by Two Planes Visualization Recursive process can make 4 triangles And it gets worse with more non-trivial clipping
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54. Today’s GPU Graphics Pipeline is More Complex and Programmable Geometry Program 3D Application or Game OpenGL API GPU Front End Vertex Assembly Vertex Shader Clipping, Setup, and Rasterization Fragment Shader Texture Fetch Raster Operations Framebuffer Access Memory Interface CPU – GPU Boundary OpenGL 3.3 Attribute Fetch Primitive Assembly Parameter Buffer Read programmable fixed-function Legend For future lectures…