This document discusses a CS 354 class on procedural methods taught by Mark Kilgard at the University of Texas on April 3, 2012. It covers the topics of today's in-class quiz, lecture topics including Project 2 and procedural methods, and the professor's office hours. It also provides an in-class quiz, discusses requirements and deadlines for Project 2, and outlines key GLSL routines and coordinate spaces needed for the project. Finally, it discusses procedural generation techniques like L-systems, fractals, and particle systems that can be used to algorithmically create 3D models, textures, and scenes.
NV_path_rendering is an OpenGL extension for CUDA-capable NVIDIA GPUs for performing resolution-independent 2D rendering. Standards such as Scalable Vector Graphics (SVG), PostScript, PDF, Adobe Flash, and TrueType fonts rely on path rendering. With NV_path_rendering, this important class of rendering is accelerated by the GPU in a way that co-exists with conventional 3D rendering.
For more information see:
http://developer.nvidia.com/nv-path-rendering
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.
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 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.
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.
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
NV_path_rendering is an OpenGL extension for CUDA-capable NVIDIA GPUs for performing resolution-independent 2D rendering. Standards such as Scalable Vector Graphics (SVG), PostScript, PDF, Adobe Flash, and TrueType fonts rely on path rendering. With NV_path_rendering, this important class of rendering is accelerated by the GPU in a way that co-exists with conventional 3D rendering.
For more information see:
http://developer.nvidia.com/nv-path-rendering
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.
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 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.
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.
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
A Unified Framework for Computer Vision Tasks: (Conditional) Generative Model...Sangwoo Mo
Lab seminar introduces Ting Chen's recent 3 works:
- Pix2seq: A Language Modeling Framework for Object Detection (ICLR’22)
- A Unified Sequence Interface for Vision Tasks (NeurIPS’22)
- A Generalist Framework for Panoptic Segmentation of Images and Videos (submitted to ICLR’23)
Computer Vision Landscape : Present and FutureSanghamitra Deb
Millions of people all around the world Learn with Chegg. Education at Chegg is powered by the depth and diversity of the content that we have. A huge part of our content is in form of images. These images could be uploaded by students or by content creators. Images contain text that is extracted using a transcription service. Very often uploaded images are noisy. This leads to irrelevant characters or words in the transcribed text. Using object detection techniques we develop a service that extracts the relevant parts of the image and uses a transcription service to get clean text. In the first part of the presentation, I will talk about building an object detection model using YOLO for cropping and masking images to obtain a cleaner text from transcription. YOLO is a deep learning object detection and recognition modeling framework that is able to produce highly accurate results with low latency. In the next part of my presentation, I will talk about the building the Computer Vision landscape at Chegg. Starting from images on academic materials that are composed of elements such as text, equations, diagrams we create a pipeline for extracting these image elements. Using state of the art deep learning techniques we create embeddings for these elements to enhance downstream machine learning models such as content quality and similarity.
[AI07] Revolutionizing Image Processing with Cognitive Toolkitde:code 2017
Deep Learning has revolutionized the field of image processing. I'll show real-world examples using CNTK, from anomaly classification using CNNs to generation using Generative Adversarial Networks.
製品/テクノロジ: AI (人工知能)/Deep Learning (深層学習)/Microsoft Azure/Machine Learning (機械学習)
Michael Lanzetta
Microsoft Corporation
Developer Experience and Evangelism
Principal Software Development Engineer
Machine and Deep Learning Application.
Applying big data learning techniques for a malware classification problem.
Code:
https://gist.github.com/indraneeld/7ffb182fd8eb87d6d463dedc001efad0
Acknowledgments:
Canadian Institute for Cybersecurity (CIC) project in collaboration with Canadian Centre for Cyber Security (CCCS).
Using The New Flash Stage3D Web Technology To Build Your Own Next 3D Browser ...Daosheng Mu
Game Developer Conference China (2012). Programming track.
This speech talks about how to use Stage3D APIs to make a 3D web game engine, and discuss some points about optimizing it.
Ivan Sahumbaiev "Deep Learning approaches meet 3D data"Fwdays
During this talk, I’d be talking about how 3d data can be processed with Deep Learning models. The main focus would be on Point Clouds.
Session agenda:
What are 3D data and its representation
Overview of libraries to visualize and process
How to collect. Cameras. Calibration
The current state of the art for point cloud processing with Deep Learning models.
classification problem. Models to use
segmentation problem. Models to use
datasets. Losses and training routine
Point clouds correspondences
spectral methods to generate correspondences
Limitations.
February 2017 HUG: Data Sketches: A required toolkit for Big Data AnalyticsYahoo Developer Network
In the analysis of big data there are problematic queries that don’t scale because they require huge compute resources and time to generate exact results. Examples include count distinct, quantiles, most frequent items, joins, matrix computations, and graph analysis. If approximate results are acceptable, there is a class of sub-linear, stochastic streaming algorithms, called "sketches", that can produce results orders-of magnitude faster and with mathematically proven error bounds. For interactive queries there may not be other viable alternatives, and in the case of extracting results for these problem queries in real-time, sketches are the only known solution. For any analysis system that requires these problematic queries from big data, sketches are a required toolkit that should be tightly integrated into the system's analysis capabilities. This technology has helped Yahoo successfully reduce data processing times from days to hours, or minutes to seconds on a number of its internal platforms. This talk covers the current state of our Open Source DataSketches.github.io library, which includes adaptations and example code for Pig, Hive, Spark and Druid and gives architectural examples of use and a case study.
Speakers:
Jon Malkin is a scientist at Yahoo working to extend the DataSketches library. His previous roles have involved large scale data processing for sponsored search, display advertising, user counting, ad targeting, and cross-device user identity modeling.
Alexander Saydakov is a senior software engineer at Yahoo working on the open source Data Sketches project. In his previous roles he has been involved in building large-scale back-end data processing systems and frameworks for data analytics and experimentation based on Torque, Hadoop, Pig, Hive and Druid. Alexander’s education background is in the field of applied mathematics.
Web-Scale Graph Analytics with Apache® Spark™Databricks
Graph analytics has a wide range of applications, from information propagation and network flow optimization to fraud and anomaly detection. The rise of social networks and the Internet of Things has given us complex web-scale graphs with billions of vertices and edges. However, in order to extract the hidden gems within those graphs, you need tools to analyze the graphs easily and efficiently.
At Spark Summit 2016, Databricks introduced GraphFrames, which implemented graph queries and pattern matching on top of Spark SQL to simplify graph analytics. In this talk, you’ll learn about work that has made graph algorithms in GraphFrames faster and more scalable. For example, new implementations like connected components have received algorithm improvements based on recent research, as well as performance improvements from Spark DataFrames. Discover lessons learned from scaling the implementation from millions to billions of nodes; compare its performance with other popular graph libraries; and hear about real-world applications.
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
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.
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.
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.
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 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
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
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
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
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!
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.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
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.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
3. CS 354 3
My Office Hours
Tuesday, before class
Painter (PAI) 5.35
8:45 a.m. to 9:15
Thursday, after class
ACE 6.302
11:00 a.m. to 12
Randy’s office hours
Monday & Wednesday
11 a.m. to 12:00
Painter (PAI) 5.33
4. CS 354 4
Last time, this time
Last lecture, we discussed
Project 2 on Programmable Shaders
Interaction
Event models
Buffering frames
This lecture
Project 2 discussion
Procedural methods for texturing and modeling
Intermediate milestone for Project 2 due
Had to first 2 shader tasks done
Deadline was yesterday
All shaders due Friday, April 6th
5. CS 354 5
On a sheet of paper
Daily Quiz • Write your EID, name, and date
• Write #1, #2, #3, #4 followed by its answer
Multiple choice: Which one of True or False: Tearing is a
these is not an interactive event display artifact that results
processing model? from unsynchronized buffer
swap or blit operations.
a) Batching
b) Polling
Multiple choice: Triple
buffering can improve display
c) Event-driven update latency but suffers
from:
True or False: GLUT a) Requiring additional buffer
programs receive events memory
through callback functions.
b) May render frames that
are never actually displayed
c) Both a) and b)
d) Neither a) nor b)
6. CS 354 6
Project 2
Project is NOW available
PDF + code to use
Requirements
Mostly writing GLSL shaders
Small amount of C/C++ code
Convert height map to normal map
Implement NormalMap::computeNormal method
Intermediate milestone
Yesterday: Monday, April 2nd
Submit snapshots and GLSL code for first two shaders
Complete project
Due Friday, April 6th
All 10 shaders
Embellish for additional credit
7. CS 354 7
Your Mission So Far
You should now have these first two
shaders tasks implemented
Task 1: apply decal
Task 0: roll torus
8. CS 354 8
Procedurally Generating a
Torus from a 2D Grid
2D grid over (s,t)∈[0,1]
Tessellated torus
9. CS 354 9
GLSL Standard Library Routines
You’ll Need for Project 2
texture2D—accesses a 2D texture through a sampler2D and a 2-component
texture coordinate set (s,t)
textureCube—access a cube map with a samplerCube and a 3-component
texture coordinate set (s,t,r)
normalize—normalizes a vector
cross—computes a cross product of 2 vectors
dot—computes a dot (inner) product of 2 vectors
max—compute the maximum of two values
reflect—compute a reflection vector given an incident vector and a normal
vector
vec3—constructor for 3-component vector from scalars
mat3—constructor for 3x3 matrix from column vectors
*—matrix-by-vector or vector-by-matrix multiplication
sin—sine trigonometric function
cos—cosine trigonometric function
pow—raise a number to a power, exponentiation (hint: specular)
10. CS 354 10
Coordinate Spaces for Project 2
Parametric space
2D space [0..1]x[0..1] for 2D patch
Object space
Transform the patch’s parametric space into a 3D space
containing a torus
Has modeling transformation from object- to world-space
World space
Environment map is oriented in this space
gluLookAt’s coordinates are in this space
Surface space
(0,0,1) is always surface normal direction
Mapping from object space to surface space varies along torus
Perturbed normal from normal map overrides (0,0,1) geometric
normal
Eye space
gluLookAt transforms world space to eye space
11. CS 354 11
Artist-driven
Content Generation
Advantages
Human artistic expression!
Human-to-human user interface
Polish
Disadvantages
Human-intensive
Takes time to make lots of it
Involved to change
Data intensive
12. CS 354 12
Image-driven
Content Generation
Advantages
As easy as taking pictures
Disadvantages
Very data-intensive
Calibrating cameras & correlating images
Quite involved
image panorama
Involved to edit
13. CS 354 13
Procedural
Texturing and Modeling
Let programs generate content!
Advantages
Small programs → lots of content
Compact storage requirements
Easy to generate more content
Disadvantages
Hard to control exactly
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Generating Lots of Content
Procedurally
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L-Systems
Developed by Aristid Lindenmayer
Theoretical biologist
Hence the L in L-System
Concept
Use a rewriting system to model growth and
morphology of biological organisms
Components
Axiom – initial state
Generator – applied recursively
Useful in non-biology contexts too
Geology, man-made objects, etc.
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Sierpinski Gasket
Rule based:
Repeat n times. As n →∞
Area→0
Perimeter →∞
Not a normal geometric object
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Procedural Generation of
Buildings
Buildings have rules too
Doors, windows, facades
Consistency of style
Instant Architecture
façade derivation…
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Procedural Generation of Cities!
Cities are very detailed and complex
CityGen
But follow regular rules – roads, blocks, respecting
topography, etc.
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Particle Systems and
Their Equations
pi = (xi, yi zi)
vi = dpi /dt = pi‘ = (dxi /dt, dyi /dt , zi /dt)
m vi‘= fi
Hard part is defining force vector
33
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Noise Textures
Invented by Ken Perlin
Academy Award winning idea
A texturing primitive
Basis for “natural” looking textures and
phenomenon
No memory/bandwidth requirements
Computed on the fly; no “source image”
No mapping problem
Naturally 3D so not prone to “gift wrapping” issues
Useful for range of applications and
effects
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What is Noise?
Band-limited repeatable
pseudo-random function
Domain: Rn
Approximate to Gaussian filtered
random noise
Implemented as a pseudo-
random spline
On regular grid
Marble vase
generated with
Perlin noise
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Variations on Noise
Use noise within other functions
turbulence
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Combining Noise Patterns
Sum noise patterns
As frequency doubles, amplitude halves
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Turbulence
Simulate turbulence by generating noise at
different octaves (scales)
Average those octaves:
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Generating Marble Pattern
Start with sine pattern in solid texture
Then add turbulence
Looks like veins in marble
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Variations on Marble
Scale the magnitude of the turbulence
displacing the sine pattern
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Wood Pattern
Start with cylindrical pattern
Compute sine of distance from center of cylinder
Interpolate between dark and light brown color
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Irregular Wood Rings
Now use small amount of turbulence to displace
the tree rings in the wood
Much less turbulence than marble case
To preserve the rings
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Irregular Wood Grain
Also want turbulence in Z direction but scale it
back to preserve the grain
less turbulence in z
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Other Procedurally Modeled
Phenomenon
Smoke
Difficult for an artist to model
Needs to billow and flow around objects
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Entire Book on
Procedural Techniques
David Ebert,
Ken Musgrave,
Darwyn Peachey,
Ken Perlin,
Steve Worley
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Next Class
Next lecture
Bezier curves
How do we move smoothly and simply with control?
Project 2
Shading and lighting with GLSL
Due Friday, April 6th