Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
The Architecture of 11th Generation Intel® Processor GraphicsIntel® Software
Scheduled for release this year, this next generation brings significant improvements over the widely used 9th generation of Intel® Processor Graphics. The talk begins with an overview of Intel® Graphics architecture, its building blocks, and their performance implications. Next, take an in-depth look at the new and innovative features of this latest generation of integrated graphics.
Accelerate Large-Scale Inverse Kinematics with the Intel® Distribution of Ope...Intel® Software
Inverse kinematics (IK) technology helps game developers create natural character animations but its complexity makes it time consuming to implement across a large cast. This talk details how the Deep Learning Deployment Toolkit (DLDT) allows game developers to quickly deploy deep-learning algorithms to solve character IK problems and to yield better results
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
It Doesn't Have to Be Hard: How to Fix Your Performance WoesIntel® Software
Maximize your game performance on a wide range of hardware. Learn how to use Intel® GPA to identify and quantify common performance bottlenecks, mitigate them, and validate optimizations.
Scalability for All: Unreal Engine* 4 with Intel Intel® Software
Unreal Engine* 4 is a high-performance game engine for game developers. Learn how Intel and Epic Games* worked together to improve engine performance both for CPUs and GPUs and how developers can take advantage of it.
RenderMan*: The Role of Open Shading Language (OSL) with Intel® Advanced Vect...Intel® Software
This talk focuses on the newest release in RenderMan* 22.5 and its adoption at Pixar Animation Studios* for rendering future movies. With native support for Intel® Advanced Vector Extensions, Intel® Advanced Vector Extensions 2, and Intel® Advanced Vector Extensions 512, it includes enhanced library features, debugging support, and an extensive test framework.
The Architecture of 11th Generation Intel® Processor GraphicsIntel® Software
Scheduled for release this year, this next generation brings significant improvements over the widely used 9th generation of Intel® Processor Graphics. The talk begins with an overview of Intel® Graphics architecture, its building blocks, and their performance implications. Next, take an in-depth look at the new and innovative features of this latest generation of integrated graphics.
Accelerate Large-Scale Inverse Kinematics with the Intel® Distribution of Ope...Intel® Software
Inverse kinematics (IK) technology helps game developers create natural character animations but its complexity makes it time consuming to implement across a large cast. This talk details how the Deep Learning Deployment Toolkit (DLDT) allows game developers to quickly deploy deep-learning algorithms to solve character IK problems and to yield better results
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
It Doesn't Have to Be Hard: How to Fix Your Performance WoesIntel® Software
Maximize your game performance on a wide range of hardware. Learn how to use Intel® GPA to identify and quantify common performance bottlenecks, mitigate them, and validate optimizations.
Scalability for All: Unreal Engine* 4 with Intel Intel® Software
Unreal Engine* 4 is a high-performance game engine for game developers. Learn how Intel and Epic Games* worked together to improve engine performance both for CPUs and GPUs and how developers can take advantage of it.
RenderMan*: The Role of Open Shading Language (OSL) with Intel® Advanced Vect...Intel® Software
This talk focuses on the newest release in RenderMan* 22.5 and its adoption at Pixar Animation Studios* for rendering future movies. With native support for Intel® Advanced Vector Extensions, Intel® Advanced Vector Extensions 2, and Intel® Advanced Vector Extensions 512, it includes enhanced library features, debugging support, and an extensive test framework.
Review state-of-the-art techniques that use neural networks to synthesize motion, such as mode-adaptive neural network and phase-functioned neural networks. See how next-generation CPUs with reinforcement learning can offer better performance.
Advanced Single Instruction Multiple Data (SIMD) Programming with Intel® Impl...Intel® Software
Explore practical elements, such as performance profiling, debugging, and porting advice. Get an overview of advanced programming topics, like common design patterns, SIMD lane interoperability, data conversions, and more.
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Intel® Software
Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.
Ray Tracing with Intel® Embree and Intel® OSPRay: Use Cases and Updates | SIG...Intel® Software
Explore practical examples of Intel® Embree and Intel® OSPRay in production rendering and the best practices of using the kernels in typical rendering pipelines.
Tuning For Deep Learning Inference with Intel® Processor Graphics | SIGGRAPH ...Intel® Software
Deep learning based Inference on edge based devices is growing rapidly. In this talk, learn about how developers and researchers are taking advantage of Intel® Processor Graphics to get best performance.
Build a Deep Learning Video Analytics Framework | SIGGRAPH 2019 Technical Ses...Intel® Software
Explore how to build a unified framework based on FFmpeg and GStreamer to enable video analytics on all Intel® hardware, including CPUs, GPUs, VPUs, FPGAs, and in-circuit emulators.
Ultra HD Video Scaling: Low-Power HW FF vs. CNN-based Super-ResolutionIntel® Software
The visual computing world is moving to an exciting technological era of ultra HD (UHD) and wide-gamut deep colors (WCG). The new Gen9 graphics engine in the 6th generation Intel® Core™ processors is the developers’ platform choice for creating visual excellence in 4K and deep colors. The Gen9 processor graphics offers attractive solutions for high-quality and low-power video scaling that handle UHD and WCG. First, we introduce a hardware fixed-function scaler inside the new SFC (scaling and format conversion) module that provides high quality scaling in low-power platforms. Second, we present a super-resolution scaling solution based on convolutional neural network that can be implemented via OpenCL™ running on the execution units (EUs). We discuss the merits of each solution in different user environments
clCaffe*: Unleashing the Power of Intel Graphics for Deep Learning AccelerationIntel® Software
In this presentation, you will hear a story about how Intel graphics can accelerate deep learning applications. The method is simple and reproducible, with impressive results of up to four times over the original CPU performance. We introduce clCaffe*, an extension of the well-known Caffe* framework with OpenCL™ standard. This OpenCL™ standard enables primitives of the convolutional neural networks (CNN) pipeline to operate on GPU (graphics processing unit), FPGA (field programmable gate array) or any device with OpenCL support. Once set up, Caffe users can seamlessly toggle to clCaffe to take advantage of Intel graphics acceleration. Compared with original CPUs, Intel graphics presents 2.5x speedup (AlexNet classification), or 4.0x (GoogleNet classification) on 5th or 6th generation Intel® Core™ processors. Finally, we give a detailed analysis of clCaffe performance, and identify the lacking components in Intel Graphics software stack that impair its performance in the deep learning support.
Open Source Interactive CPU Preview Rendering with Pixar's Universal Scene De...Intel® Software
Universal Scene Description* (USD) is an open source initiative developed by Pixar for fast, large scale, and universal asset management across multiple programs including Maya, Houdini, and others.
Reducing Deep Learning Integration Costs and Maximizing Compute Efficiency| S...Intel® Software
oneDNN Graph API extends oneDNN with a graph interface which reduces deep learning integration costs and maximizes compute efficiency across a variety of AI hardware including AI accelerators. Get started on your AI Developer Journey @ software.intel.com/ai.
Learn how Intel worked with Pixar Animation Studios* and Sony Imageworks* to realize dynamic SIMD code generation of Open Shading Language shader networks, achieving 3-9x speedups with Intel® AVX-512.
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
Review state-of-the-art techniques that use neural networks to synthesize motion, such as mode-adaptive neural network and phase-functioned neural networks. See how next-generation CPUs with reinforcement learning can offer better performance.
Advanced Single Instruction Multiple Data (SIMD) Programming with Intel® Impl...Intel® Software
Explore practical elements, such as performance profiling, debugging, and porting advice. Get an overview of advanced programming topics, like common design patterns, SIMD lane interoperability, data conversions, and more.
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Intel® Software
Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.
Ray Tracing with Intel® Embree and Intel® OSPRay: Use Cases and Updates | SIG...Intel® Software
Explore practical examples of Intel® Embree and Intel® OSPRay in production rendering and the best practices of using the kernels in typical rendering pipelines.
Tuning For Deep Learning Inference with Intel® Processor Graphics | SIGGRAPH ...Intel® Software
Deep learning based Inference on edge based devices is growing rapidly. In this talk, learn about how developers and researchers are taking advantage of Intel® Processor Graphics to get best performance.
Build a Deep Learning Video Analytics Framework | SIGGRAPH 2019 Technical Ses...Intel® Software
Explore how to build a unified framework based on FFmpeg and GStreamer to enable video analytics on all Intel® hardware, including CPUs, GPUs, VPUs, FPGAs, and in-circuit emulators.
Ultra HD Video Scaling: Low-Power HW FF vs. CNN-based Super-ResolutionIntel® Software
The visual computing world is moving to an exciting technological era of ultra HD (UHD) and wide-gamut deep colors (WCG). The new Gen9 graphics engine in the 6th generation Intel® Core™ processors is the developers’ platform choice for creating visual excellence in 4K and deep colors. The Gen9 processor graphics offers attractive solutions for high-quality and low-power video scaling that handle UHD and WCG. First, we introduce a hardware fixed-function scaler inside the new SFC (scaling and format conversion) module that provides high quality scaling in low-power platforms. Second, we present a super-resolution scaling solution based on convolutional neural network that can be implemented via OpenCL™ running on the execution units (EUs). We discuss the merits of each solution in different user environments
clCaffe*: Unleashing the Power of Intel Graphics for Deep Learning AccelerationIntel® Software
In this presentation, you will hear a story about how Intel graphics can accelerate deep learning applications. The method is simple and reproducible, with impressive results of up to four times over the original CPU performance. We introduce clCaffe*, an extension of the well-known Caffe* framework with OpenCL™ standard. This OpenCL™ standard enables primitives of the convolutional neural networks (CNN) pipeline to operate on GPU (graphics processing unit), FPGA (field programmable gate array) or any device with OpenCL support. Once set up, Caffe users can seamlessly toggle to clCaffe to take advantage of Intel graphics acceleration. Compared with original CPUs, Intel graphics presents 2.5x speedup (AlexNet classification), or 4.0x (GoogleNet classification) on 5th or 6th generation Intel® Core™ processors. Finally, we give a detailed analysis of clCaffe performance, and identify the lacking components in Intel Graphics software stack that impair its performance in the deep learning support.
Open Source Interactive CPU Preview Rendering with Pixar's Universal Scene De...Intel® Software
Universal Scene Description* (USD) is an open source initiative developed by Pixar for fast, large scale, and universal asset management across multiple programs including Maya, Houdini, and others.
Reducing Deep Learning Integration Costs and Maximizing Compute Efficiency| S...Intel® Software
oneDNN Graph API extends oneDNN with a graph interface which reduces deep learning integration costs and maximizes compute efficiency across a variety of AI hardware including AI accelerators. Get started on your AI Developer Journey @ software.intel.com/ai.
Learn how Intel worked with Pixar Animation Studios* and Sony Imageworks* to realize dynamic SIMD code generation of Open Shading Language shader networks, achieving 3-9x speedups with Intel® AVX-512.
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
JS Fest 2019. Денис Радин. AAA 3D графика в Web с ReactJS, BabylonJS и Unity3DJSFestUA
Создать фотореалистичное 3D приложение для Web не просто. Сделать это с React еще сложнее, но окупается с лихвой если вы все таки справились. Этот доклад о том как Evolution Gaming использует WebGL и ReactJS для создания самого сложного и дорогого WebGL приложения из когда либо разработанных.
The design and rules of games constantly change during development, invalidating your carefully engineered software from day to day. Entity systems are a great approach for getting rid of the many drawbacks of inheritance-based game models like the “diamond of death”, moving on to a much more flexible aggregation-based model which has been popular since Gas Powered Games’ Dungeon Siege.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Scalability & Big Data challenges in real time multiplayer gamesYan Cui
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
Mastering Multiplayer Stage3d and AIR game development for mobile devicesJean-Philippe Doiron
Video Presentation : http://tv.adobe.com/watch/max-2013/mastering-multiplayer-stage3d-and-air-game-development-for-mobile-devices/
• The use of Stage3D across web and mobile deployments (with Adobe AIR) .
• The challenges encountered when attempting to maintain high-performance specifications on mobile devices .
• Being agile in a pre production game development
• We'll show how we have jump our of the predefined sandbox to develop creative solution on well known problem.
AI for All: Biology is eating the world & AI is eating Biology Intel® Software
Advances in cell biology and creation of an immense amount of data are converging with advances in Machine learning to analyze this data. Biology is experiencing its AI moment and driving the massive computation involved in understanding biological mechanisms and driving interventions. Learn about how cutting edge technologies such as Software Guard Extensions (SGX) in the latest Intel Xeon Processors and Open Federated Learning (OpenFL), an open framework for federated learning developed by Intel, are helping advance AI in gene therapy, drug design, disease identification and more.
Python Data Science and Machine Learning at Scale with Intel and AnacondaIntel® Software
Python is the number 1 language for data scientists, and Anaconda is the most popular python platform. Intel and Anaconda have partnered to bring scalability and near-native performance to Python with simple installations. Learn how data scientists can now access oneAPI-optimized Python packages such as NumPy, Scikit-Learn, Modin, Pandas, and XGBoost directly from the Anaconda repository through simple installation and minimal code changes.
Streamline End-to-End AI Pipelines with Intel, Databricks, and OmniSciIntel® Software
Preprocess, visualize, and Build AI Faster at-Scale on Intel Architecture. Develop end-to-end AI pipelines for inferencing including data ingestion, preprocessing, and model inferencing with tabular, NLP, RecSys, video and image using Intel oneAPI AI Analytics Toolkit and other optimized libraries. Build at-scale performant pipelines with Databricks and end-to-end Xeon optimizations. Learn how to visualize with the OmniSci Immerse Platform and experience a live demonstration of the Intel Distribution of Modin and OmniSci.
AI for good: Scaling AI in science, healthcare, and more.Intel® Software
How do we scale AI to its full potential to enrich the lives of everyone on earth? Learn about AI hardware and software acceleration and how Intel AI technologies are being used to solve critical problems in high energy physics, cancer research, financial inclusion, and more. Get started on your AI Developer Journey @ software.intel.com/ai
Software AI Accelerators: The Next Frontier | Software for AI Optimization Su...Intel® Software
Software AI Accelerators deliver orders of magnitude performance gain for AI across deep learning, classical machine learning, and graph analytics and are key to enabling AI Everywhere. Get started on your AI Developer Journey @ software.intel.com/ai.
Advanced Techniques to Accelerate Model Tuning | Software for AI Optimization...Intel® Software
Learn about the algorithms and associated implementations that power SigOpt, a platform for efficiently conducting model development and hyperparameter optimization. Get started on your AI Developer Journey @ software.intel.com/ai.
AWS & Intel Webinar Series - Accelerating AI ResearchIntel® Software
Scale your research workloads faster with Intel on AWS. Learn how the performance and productivity of Intel Hardware and Software help bridge the gap between ideation and results in Data Science. Get started on your AI Developer Journey @ software.intel.com/ai.
Whether you are an AI, HPC, IoT, Graphics, Networking or Media developer, visit the Intel Developer Zone today to access the latest software products, resources, training, and support. Test-drive the latest Intel hardware and software products on DevCloud, our online development sandbox, and use DevMesh, our online collaboration portal, to meet and work with other innovators and product leaders. Get started by joining the Intel Developer Community @ software.intel.com.
ANYFACE*: Create Film Industry-Quality Facial Rendering & Animation Using Mai...Intel® Software
ANYFACE* brings film industry-quality facial rendering and animation to mainstream PC platforms using novel approaches to create face details and control microsurfaces. The solution enables users to create high-fidelity game character facial models using photogrammetry.
Bring the Future of Entertainment to Your Living Room: MPEG-I Immersive Video...Intel® Software
Explore the proposed Metadata for Immersive Video (MIV) standard specification. MIV enables real-world content captured by cameras to be viewed by users with Six Degrees of Freedom (6DoF) movement, similar to a VR experience with synthetic content.
In this presentation, we describe a heuristic for modifying the structure of sparse deep convolutional networks during training. The heuristic allows us to train sparse networks directly to reach accuracies on par with accuracies obtained through compressing/pruning of big dense models. We show that exploring the network structure during training is essential to reach best accuracies, even when the optimal network structure is known a-priori.
Intel® AI: Non-Parametric Priors for Generative Adversarial Networks Intel® Software
This presentation proposes a novel prior which is derived using basic theorems from probability theory and off-the-shelf optimizers, to improve fidelity of image generation using GANs by interpolating along any Euclidean straight line without any additional training and architecture modifications
Pmemkv is an open source, key-value store for persistent memory based on the Persistent Memory Development Kit (PMDK). Written in C and C++, it provides optimized bindings for Java*, Javascript*, and Ruby on Rails*), and includes multiple storage engines for different use cases.
Big Data Uses with Distributed Asynchronous Object StorageIntel® Software
Learn about the architecture and features of Distributed Asynchronous Object Storage (DAOS). This open source object store is based on the Persistent Memory Development Kit (PMDK) for massively distributed non-volatile memory applications.
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
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.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
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.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
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
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
3. @IntelSoftware @IntelGraphics
Agenda
● Part 1: Introduction
● Part 2: Creating Realism
● Crowd System
● Rendering
● Audio
● Part 3: Why Destruction?
● Part 4: The Destruction Runtime
● Part 5: The Content Pipeline
● Part 7: Conclusion/Q&A
3
5. @IntelSoftware @IntelGraphics
The World of Hitman
5
• Third-person stealth video game
• Unique varied levels, cities to jungles
• Why was HITMAN a good fit for CPU work?
• HITMAN was already well threaded
• Newer processors provided more cores
6. @IntelSoftware @IntelGraphics
Game design objectives:
● Create larger living levels
○ Picture in Picture
○ More complex environments
○ Larger draw distances
● Make the crowd an integral
part of the experience
● More opportunity to
interact with the world:-
“Make the world your
weapon”
”It’s not an eSport. It’s a sandbox. You’re
supposed to have fun with it.”:
Christian Elverdam
Scale on
CPU
Rendering
AI/
Animation
Physics
6
7. @IntelSoftware @IntelGraphics
Realism is more than just Pixel Quality
Masahiro Mori
Uncanny Valley
The common unsettling feeling people
experience when androids closely resemble
humans but are not quite convincingly realistic
7
8. @IntelSoftware @IntelGraphics
Detection based on simple detection of
physical cores
• Base: Default 4 Core System
• Better: Default 6 Core System
• Best: Default 8+ Core System
Realism is more than just Pixel Quality
Audio
Rendering
In gaming the Uncanny Valley includes the whole world:
The better it looks, the more important your interaction with it
8
11. @IntelSoftware @IntelGraphics
Evolving role of the Crowd in Hitman
Hitman: Absolution
● 1200 Characters per zone:
○ 500 max onscreen
● AI limited to per Zone
HITMAN Season 2
● 1700 (Default) Characters per level:
○ 700 Max onscreen
● Hitman can hide in the crowd
● AI simulation even when off screen
https://www.gdcvault.com/play/1015315/Crowds-in-Hitman
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12. @IntelSoftware @IntelGraphics
Crowd is CPU intensive
● Heavily parallelized
● Mix of systems executed in job system;
○ AI Simulation: Done every frame
○ Animation: Asynchronous:
■ Time sliced over multiple frames
4 Core Micro Profiler capture
AI Simulation Animation
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14. @IntelSoftware @IntelGraphics
Crowd vs NPC
● Possession system, On-demand
upgrade crowd agent to full NPC AI
NPC Pool Size
Default build Pool Size
Default build 30
6 cores 60
8 cores 90
● Allocates small pool of invisible NPCs
● Supports advanced gameplay mechanics
○ Interaction with Agent 47
○ Allows for scripted crowd acts
■ Talk on phone, smoke, sit on bench
■ Couples holding hands
■ Wave flags
● Spawns randomly near player
● Larger pool == more unique animations
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15. @IntelSoftware @IntelGraphics
Base
Default build 6 cores 8 cores
Total amount of Crowd:
1797
Max visible Crowd 700
Level Of Detail 1
Distance: 7.0
Count: 25
Level Of Detail 2
Distance: 15.0
Count: 75
Level Of Detail 3
Distance: 22.0
Count: 300
• Per level crowd limits affect level design in
none game play areas.
Crowds: Improving Realism
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16. @IntelSoftware @IntelGraphics
Base
Better/Best
Default build 6 cores 8 cores
Total amount of Crowd:
1797 2923 2923
Max visible Crowd 700 1000 1400
Level Of Detail 1
Distance: 7.0
Count: 25
Distance: 10.0
Count: 50
Distance: 15.0
Count: 100
Level Of Detail 2
Distance: 15.0
Count: 75
Distance: 20.0
Count: 120
Distance: 25.0
Count: 200
Level Of Detail 3
Distance: 22.0
Count: 300
Distance: 25.0
Count: 400
Distance: 30.0
Count: 500
• Per level crowd limits affect level design in
none game play areas.
Crowds: Improving Realism
• Higher limits allow crowd usage in other
none game play areas.
• Crowds still interact with the events
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17. @IntelSoftware @IntelGraphics
Rendering Multi-threading
General DX11 Threading
• Scene traversal multi-threaded.
• Software visibility culling runs
across up to 5 threads.
• Highest CPU load on Render
submission thread.
DX12 Improvements
• Commandlist Generation split
across worker threads shown as
“DRAW”
• 30+ “DRAW”’s Per frame,
submission on Render Thread
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18. @IntelSoftware @IntelGraphics 18
Software Occlusion
• Used as simplified Depth pre-pass
• 5% of total draw calls in the scene
• 15K out of 3,000K+ vertices
• Based on Intel Software Occlusion
Culling (https://github.com/GameTechDev/OcclusionCulling)
• Optimisations taken from MSOC
https://github.com/GameTechDev/MaskedOcclusionCulling
• Used for Main scene and shadow
cascades.
20. @IntelSoftware @IntelGraphics
Audio: Simulation Quality
• Wwise multi-core audio enables audio
tasks to execute as part of the job system.
• BASE:
• Reverb is based the listener position.
• Crossfade with reverb from adjoining
room when approaching doors,
windows etc..
• BETTER and BEST
• Each playing audio emitter uses
reverb of the room that it is located in.
• Increase active reverb busses.
• For BEST
• Use higher-quality reverb presets:
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23. @IntelSoftware @IntelGraphics
Why destroy things?
23
§ So much fun!
§ Environment interaction improves player
immersion
§ More interesting opportunities for
‘accidents’
§ More iconic destructive moments
24. @IntelSoftware @IntelGraphics
What we need
24
§ Very specific destruction patterns
§ Animated destructible objects
§ Scalable destruction
§ Support existing assets
25. @IntelSoftware @IntelGraphics 25
Dynamic
§ Simple cases are scalable (glass etc.)
§ Need lots of tooling for complex cases
§ Harder to scale at runtime
§ Lots of edge cases to deal with when
dynamically slicing assets
Pre-Defined
§ Not quite as realistic
§ Easier to scale at runtime
§ No need to worry about complex edge
cases when slicing assets
§ Content creators have full power over
how objects break
Dynamic vs Pre-Defined
27. @IntelSoftware @IntelGraphics
Types of destruction
27
§ Gameplay Effecting
– Affects gameplay in a big way
– Usually affects AI
– May need to persist in the world between
saves
§ Cosmetic
– Doesn’t effect gameplay in a big way
– Has no major affect on AI
– Does not usually need to be saved
28. @IntelSoftware @IntelGraphics
Some Definitions
28
§ Destruction System
– Manages destruction of a single asset
§ Destructible Object
– A simulated physics object owned by a
destruction system
§ Destructible Piece
– A single piece of a destructible object
– Objects can be made of more than one
piece
34. @IntelSoftware @IntelGraphics
Storing the Data
34
The Registry
§ Stores references to all active physics
objects for this destruction system
§ Maintains a link between the physics
object and its configuration data
– Piece Connections
– Materials
– Strength
35. @IntelSoftware @IntelGraphics
Storing the Data
35
The Runtime State
§ Stores all changes to the static
configuration data
§ This includes
– Damage applied to each piece
– Active connections for each piece
§ High level system state change flags
– Has been fractured, detached or destroyed
– Contains anchors etc.
37. @IntelSoftware @IntelGraphics
The Activator
37
§ Controls when a system should be
marked as ‘active’ or ‘inactive’
§ Causes the animator to run and
synchronise positions
§ Means that interactions will be
processed
§ Allows gameplay systems to hook into
when a destructible system is being
interacted with
§ Provides feedback to the debug systems
for displaying stats
38. @IntelSoftware @IntelGraphics
The Interaction Handler
38
§ Hooks into external game systems to
listen for destructible events
– Shots
– Explosions
– Collisions
– Out of world
§ Unifies external events into a common
destruction force structure
§ Passes destruction forces to the
interaction processor
39. @IntelSoftware @IntelGraphics
The Interaction
Processor
39
§ Stores a queue of pending interactions
and processes them each frame
§ Propagates damage through the system
for each interaction using a damage
propagator
§ Applies world state changes based on
the propagation results (fracturing,
detaching and destroying)
§ Passes all system results out for a frame
to the effect processor
40. @IntelSoftware @IntelGraphics 40
The Damage Propagator
Initial filtering
applied
Immediately
affected pieces
are gathered
Piece specific
filtering applied
Piece state
modified and
result stored
Force reduced
based on piece
material
Connected pieces
iterated
recursively till the
force is reduced
Island detection is
performed
Final results are
returned
41. @IntelSoftware @IntelGraphics
Island Detection
41
§ When connecting pieces are detached,
other pieces need to fall
§ Island detection is run when a piece or
set of pieces is detached from a system
§ Any ‘islands’ are then detached from the
system
42. @IntelSoftware @IntelGraphics
Island Detection
42
§ Get island candidates
§ For each island candidate
– Assign a group id to the candidate and
mark as visited
– Assign the same group id to each unvisited
connection and mark as visited
– Do the same for each connection
§ Find all unique group ids and detach
each of the smallest groups
44. @IntelSoftware @IntelGraphics
The Insertion Queue
44
§ Controls asynchronous creation and
insertion of physics objects in to the
scene
§ Allows throttling and discarding of
requests under heavy loads
§ Provides callbacks to the destruction
system instances when their requests
have been dealt with
45. @IntelSoftware @IntelGraphics
The Effects Manager
45
§ Responds to requests for showing an
effect from a system effect handler
§ Responds to four different events
– Collided
– Fractured
– Detached
– Destroyed
§ Pools effect resource instances to allow
them to be reused
§ Controls the synchronisation of active
effect positions
47. @IntelSoftware @IntelGraphics
The Reusable Memory
Buffer Manager
47
§ Provides thread safe access to reusable
memory buffers
§ Massively reduces the overhead of
runtime memory allocations during
destruction processing
48. @IntelSoftware @IntelGraphics
The System Caretaker
48
§ Periodically performs the following tasks
– Removes objects from the scene that meet
the required criteria
– Deallocates runtime memory that objects
no longer need
– Reduces particle effect pools based on a
heuristic that estimates current particle
effect requirements in the level
50. @IntelSoftware @IntelGraphics
Content Authoring
50
§ Content is created in 3DS Max
§ Voronoi partitions are used to split
assets
§ Physics shapes are automatically
generated from the geometry
§ The object hierarchy is used to define
the fracture levels
51. @IntelSoftware @IntelGraphics
Destruction materials
51
§ A material controls the response to
destructible forces
§ Response is configured in two parts
– Strength
– How resistant to damage is an object
– Shock absorption
– How much force is absorbed by an object
§ Different pieces can have different
materials
52. @IntelSoftware @IntelGraphics
Connections
52
§ Connections are used to connect two or
more pieces together
§ Connections are automatically generated
between touching geometry
§ Attributes can be used to disable
connection generation
53. @IntelSoftware @IntelGraphics
Anchor Pieces
53
§ Pieces connected directly or indirectly
will match the transform of the main
system when it is animated
§ Used to control kinematic objects and
objects with constraints
54. @IntelSoftware @IntelGraphics
Piece Attributes
54
Attributes that control behaviour
§ Remain : Pieces with this attribute will
not be removed from the world or
destroyed
§ Orphaned : Pieces with this attribute will
never allow connections to be generated
to other pieces
55. @IntelSoftware @IntelGraphics 55
The Destruction Content Pipeline
Pre-fracturing
and mesh
markup done
in 3D content
authoring tool
An asset is
exported
containing
mesh and bind
pose
information
Destruction
information is
‘packed’ into
an asset by
resource
server
Asset is
dropped into
the world as a
destructible
object
56. @IntelSoftware @IntelGraphics
● Realism is about more than pixel quality
● Scale simulation quality as CPU power increases
● Consider gameplay implications
● Expand Sandbox without effecting core gameplay mechanics
● Add more diversity to scene through physics and animation LOD’s
● Environment interaction improves player immersion
○ More interesting opportunities for ‘accidents’
○ Consider gameplay implications again J
● Utilize DX12 and advanced culling system to support ever expanding content sets
● Audio adds to immersion, look at multi-threaded solutions
Conclusion
56