This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
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
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
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
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
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.
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trendspixellab
Michel Kripalani talked about industry trends, including that around 20% of art assets are currently outsourced, and that is on target to hit 40% by 2011
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
This talks about some topics we need to know before designing our rendering engine, and it describes the graphics pipeline how to handle 3D objects drawing.
The presentation covers three engine systems created for new Shadow Warrior: skinned decals, vegetation, and seawater rendering.
Subsequent presentation here:
https://www.slideshare.net/jaros_p/shadow-warrior-2-and-the-evolution-of-the-roadhog-engine
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/arm/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit-iodice
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Gian Marco Iodice, Software Engineer at ARM, presents the "Using SGEMM and FFTs to Accelerate Deep Learning" tutorial at the May 2016 Embedded Vision Summit.
Matrix Multiplication and the Fast Fourier Transform are numerical foundation stones for a wide range of scientific algorithms. With the emergence of deep learning, they are becoming even more important, particularly as use cases extend into mobile and embedded devices. In this presentation, lodice discusses and analyzes how these two key, computationally-intensive algorithms can be used to gain significant performance improvements for convolutional neural network (CNN) implementations.
After a brief introduction to the nature of CNN computations, Iodice explores the use of GEMM (General Matrix Multiplication) and mixed-radix FFTs to accelerate 3D convolution. He shows examples of OpenCL implementations of these functions and highlights their advantages, limitations and trade-offs. Central to the techniques explored is an emphasis on cache-efficient memory accesses and the crucial role of reduced-precision data types.
For the full video of this presentation, please visit:
https://www.embedded-vision.com/platinum-members/synopsys/embedded-vision-training/videos/pages/may-2017-embedded-vision-summit-michiels
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Tom Michiels, System Architect for Embedded Vision Processors at Synopsys, presents the "Moving CNNs from Academic Theory to Embedded Reality" tutorial at the May 2017 Embedded Vision Summit.
In this presentation, you will learn to recognize and avoid the pitfalls of moving from an academic CNN/deep learning graph to a commercial embedded vision design. You will also learn about the cost vs. accuracy trade-offs of CNN bit width, about balancing internal memory size and external memory bandwidth, and about the importance of keeping data local to the CNN processor to improve bandwidth. Michaels also walks through an example customer design for a power- and cost-sensitive automotive scene segmentation application that requires high flexibility to adapt to future CNN graph evolutions.
Shadow Warrior 2 and the evolution of the Roadhog Engine, GIC15Jarosław Pleskot
Slides from the Game Industry Conference 2015.
* Second movie link is the same as first after conversion, here is the correct one https://youtu.be/SkEJ7ox2c8w
Similar to A Scalable Real-Time Many-Shadowed-Light Rendering System (20)
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
Contact with Dawood Bhai Just call on +92322-6382012 and we'll help you. We'll solve all your problems within 12 to 24 hours and with 101% guarantee and with astrology systematic. If you want to take any personal or professional advice then also you can call us on +92322-6382012 , ONLINE LOVE PROBLEM & Other all types of Daily Life Problem's.Then CALL or WHATSAPP us on +92322-6382012 and Get all these problems solutions here by Amil Baba DAWOOD BANGALI
#vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore#blackmagicformarriage #aamilbaba #kalajadu #kalailam #taweez #wazifaexpert #jadumantar #vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore #blackmagicforlove #blackmagicformarriage #aamilbaba #kalajadu #kalailam #taweez #wazifaexpert #jadumantar #vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore #Amilbabainuk #amilbabainspain #amilbabaindubai #Amilbabainnorway #amilbabainkrachi #amilbabainlahore #amilbabaingujranwalan #amilbabainislamabad
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
I’m going to talk about how we render many shadowed lights efficiently
Feel free to take photos,
What’s the motivations? There’s no un-shadowed light in the real world.
How many times lighting artists has to put unshadowed light in a game for good performance? When PBR lighting in games looks so real, but we still accept many unshadowed light, something is obviously wrong. We want to break the barrier.
This is not a tech demo or pure research project, it has been use for production for more than a year.
Our system diagram. I’ll go through the key building blocks one by one.
First I’m going to talk about our shadow pool.
shadow pool is our run-time storage system.
We use a pre-allocated shadow pool. with at least hundreds of textures of different resolutions. Each lower level has 4 times the number textures and one quarter size for each one.
Why? Because the camera has fixed number of pixels, and we targets 1:1 pixel to texel ratio, Assuming uniform density for lights, they always fill the same whole screen no matter what distance, we need roughly the same number of texels for different sized lights.
An example on current-gen consoles, Top level is 2k by 2k, last level is 32x32. 156MB of memory in total.
Allocation from this shadow map pool work by searching the perfect match first. In case we didn’t find a best match, we search in the lower resolution level until we find a free one. It’s much better to have lower quality shadows instead of shadow popping
Now I want to talk about we render static shadow map.
We don’t have to.
We developed GPU based shadow map compressor to minimize data streaming size.
We use lossy compression, because we want to make sure the size can always reduced even if the input was noise.
And interesting challenge is I want conservative error. Which mean the error is always on one sign. Such that we don’t have to tweak ANY depth bias settings when switching to compressed shadowmap.
Compression Data Flow. I can only talk about details roughly.
the basic block for compression is 32x32 pixels and is done in a compute shader thread group.
First, we compress the 2x2 quads into 32 bit entries, either as xyz depth plane if they belongs to same triangle or packed float4, in total we have 256 of them.
Then we sort and compact the packed entries to remove duplicated ones, and generate an index at each quads into the merged entries. So we can have many quads pointing to the same entry because they belong to the same triangle.
And finally we encode the sparse quadtree in sharememory and output to a buffer.
The Key idea here is we designed with alpha tested shadow maps in mind.so even if there’re holes on a triangle, we can still use indirection to share the same triangle data to reduce size.
The results:
Average compression ratios are around 20:1 or better
it costs 0.048ms on PS4 base to decompress 1 million texels. It’s actually pretty close to hardware pixel fill-rate.
Original shadow map
Compressed.
Note this shadow map is very hard to compress because the light is right on top of the alpha-tested tree. Yet we still achieve a decent compression ratio.
Next: Dynamic shadow pass
Since we cache static shadow, Normally, we have to copy out the static shadow map into a new RT to render dynamic on top of that. This is not efficient. Imaging there’s a small object moving in front of the light. We have to copy the whole shadow map only to render a small object. The cost of copy is so much higher than the rendering. The purpose is to minimize overhead.
We use separated shadow map for a single light. from left to right a static shadow map, dynamic mask and a dynamic shadow map. The right most is the mixed up shadow map in a traditional game engine.
Each shadow map can have different resolution. we may use higher resolution dynamic shadow map for better character quality.
Shadow projection and filtering is done by checking the dynamic mask first. If the mask is true, we have to filter both dynamic and static shadow map. If false, we only filter the static one.
That’s why dynamic mask has to be conservatively rasterized. it has to cover dynamic object plus a filter kernel size.
So how to we generate the conservative dynamic mask? We bound a UAV in addition to the regular depth buffer, and output to the mask with an expanded position from the quad center by a kernel radius.
On consoles we only need 8 bit format for the UAV, which is the minimal size for UAV typed load.
We use dynamic mask for partial depth decompression on consoles. Depth decompression is normally a fixed GPU cost. To lower the overhead, we only decompress the htiles that are touched by dynamic mask, and achieved a significant speedup. We can render a 2k by 2k shadow map in 0.05ms on PS4, including buffer clear, rendering and depth decompress.
I want to talk about robust depth bias. Because we have so many possible shadow map resolutions, we need a very robust shadow bias that work in all cases. Our shadow bias is so robust that we removed shadow biasing setting from the editor.
We only use absolutely minimal Uniform Depth bias to correct numeric rounding errors. Most of shadow acne came from depth slope.
Many game engines did this wrong. Both 2 big engines I wouldn’t say which, let artist to input a plausible shadow bias for each light, There’re 2 issues:
1: artist have more work
2: you might never fix contact shadow and shadow acne at the same time. It’s clearly show on the left, you either fail on one or the other, or both.
Now it’s our deferred-shadow.
Why do we choose deferred shadow?
Occupancy.
Not only we use deferred-shadow, we have deferred spot light and deferred point light to further improve occupancy and cache performance.
We use bindless textures spaces to bind all the shadow maps at once and dispatch indirect on all platforms.
the classic issue with tiled-deferred shading is depth complexity for light culling. Deferred shadow is much more sensitive to depth complexity, because false positive will waste output channels.
There’re many talks about this topic, But we choose a simple solution. We use a special sampling pattern in a tile to test if a light is really touching any samples after bounding box test. The pattern is constructed such that each row and column has at least one sample, so we can capture very thin features in the scene.
In theory We might miss some very small lights, but in practice, we faded out very small lights so we don’t really see any artifacts.
The cost of selective sample test is only 0.1ms to 0.3ms.
Here’s the example. Middle is bounding box light culling, you can clearly see those false-positives. And on the right is our selective sample test results. It’s much cleaner.
And finally, I want to talk about per-pixel shadow masks.
One issue with deferred shadow is large amount of data have to be passed from deferred shadow to deferred shading.
For 4K native resolution, 16 lights per-pixel, we need 128MB for light mask.
We can reduce number of bits per channel in expense of quality.
But we have a new solution that can reduce size even more with good quality.
The idea is Vector quantization. We use large codebook to find the best match of the input block.
We only have to store index for the whole block.
Decoding is extremely fast. Just a memory copy from the cache.
The idea may sounds crazy. how we can search thousands of blocks per-pixel? Actually it’s doable.
First we use full-balanced search tree for O(log(n)).
And we have 2 useful shader instructions to help us. for block matching we have Msad4.
And laneswizzle allow us to quickly sync data between threads.
Here’s an example Vector quantization compression code. I don’t have time to explain but it’s all written there.
The function runs at per-pixel frequency so it’s very easy to use not the most efficient.
1 bit/light channel, things gets pretty noisey now.
And here’s our 0.75bit VQ compression.
back to 4bit Again, for comparison.
How about performance? This is GPU capture in an internal test level with tons of mesh, npc firing, We have 2500 shadow lights in the scene. in this capture, shadow use less than 1ms for the whole frame.
Of course if other effects such as volumetric fog use shadow data, they are not included here but the cost should be in the same order.
Our system really performs with moving camera. This is a frame time recording in one of our cut-scene test with constant moving camera
Yellow color is our modified UE4 engine, Green is stock UE4 Engine.
Compared to stock UE4 engine, our framerates are significantly more stable. We achieved a performance gain of anywhere between 10% to 1500%.
One of the challenges is that how you handle dynamic trees in the world? They are static mesh with vertex animation. If you cache them they look static and if you render them it’s huge number of drawcalls. For us we only render them as dynamic when they close up and that seems to be good enough. But texture space stateless animation might be interesting in the future.
Thanks WB game montreal to make this possible and we are hiring. Thanks Seb and Gabriel for ideas of volumetric fog.
And if you have any question I will be playing a video in the background at the same time.
https://youtu.be/lyYpFVB_-fI