This document summarizes a talk on deferred rendering in the video game Killzone 2. It discusses the deferred rendering process, including filling a G-Buffer with surface properties, accumulating lighting per-pixel based on the G-Buffer, and using multiple rendering passes for different effects. It also describes optimizations like using the SPUs for tasks in parallel and conditionally rendering lights based on their visibility.
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
The document summarizes a presentation about lighting techniques for a spherical planet in the game Project A1. It discusses using deferred cubic irradiance caching for global illumination that varies based on 12 time spans. Reflection probes are relit based on time of day instead of pre-capturing. Directional lighting and shadows change according to longitude. Sky lighting and bent normals are stored in cubemaps.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyGuerrilla
This session describes many of the SPU techniques used in the engine used to develop KILLZONE 2 for the PlayStation 3. It first focuses on individual techniques for SPU's as well as covering how these techniques work together in the game engine each frame.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
The document summarizes a presentation about lighting techniques for a spherical planet in the game Project A1. It discusses using deferred cubic irradiance caching for global illumination that varies based on 12 time spans. Reflection probes are relit based on time of day instead of pre-capturing. Directional lighting and shadows change according to longitude. Sky lighting and bent normals are stored in cubemaps.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyGuerrilla
This session describes many of the SPU techniques used in the engine used to develop KILLZONE 2 for the PlayStation 3. It first focuses on individual techniques for SPU's as well as covering how these techniques work together in the game engine each frame.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Michal Valient of Guerrilla gave a talk on deferred rendering in Killzone 2. The talk covered an overview of forward and deferred rendering, Killzone 2's G-buffer layout, deferred rendering passes such as geometry, lighting accumulation, and post-processing, as well as the use of SPUs in parallelizing rendering tasks like display list generation and image-based lighting. Deferred rendering allowed Killzone 2 to scale well with lighting complexity and reduce overdraw compared to forward rendering.
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.
The document discusses foveated ray tracing for virtual reality using multiple GPUs. It describes implementing a ray tracer across multiple GPU kernels rather than a single large kernel. This allows for better performance, maintainability, and debugging. Foveated rendering is also discussed as a technique to reduce computation by ray tracing fewer samples in the visual periphery compared to the high resolution fovea. Implementing these techniques can help improve performance for ray tracing virtual reality scenes on multiple GPUs.
Upcoming rendering technology including scriptable render pipelines, advanced lighting options and more.
Presenter: Arisa Scott (Graphis Product Manager, Unity Technologies)
Philip Hammer of DECK13 Interactive GmbH presented techniques used in rendering The Surge. Key points included: using physically based rendering with GGX BRDF; clustered deferred rendering with lighting computed on GPU; deferred decals for details; and optimizing shaders for AMD GCN occupancy. Future work focuses on new deferred approaches like bindless decals, improved materials, and migrating to Vulkan and DX12.
This document summarizes DirectX 10/11 visual effects and the compute shader capabilities. It introduces volumetric particle shadowing and horizon based ambient occlusion effects that can be achieved with DirectX 10. It then discusses how compute shaders on DirectX 10 hardware enable new effects by allowing general purpose computation on the GPU. Examples of particle systems, n-body simulations, and image processing are provided.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...Unity Technologies
Virtual reality (VR) and augmented reality (AR) are powerful tools for storytelling, but poor execution can negatively impact consumer reactions and engagement. This session guides you through the latest Unity tech and best practices for creating stunning high-end VR and mobile AR visuals.
Speaker: Dan Miller – Unity
Watch the session on YouTube: https://youtu.be/dvOZ7IL2iOI
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)Mark Kilgard
I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California. The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.
This document provides an overview of deferred shading techniques. It begins by explaining why deferred shading is used, including decoupling scene geometry and light complexity. It then covers the basic approach of deferred shading, using a G-buffer to store lighting properties and combining them later. The document discusses techniques like shadow mapping and shadow volumes for adding shadows. It also covers extensions like light pre-pass deferred shading, various anti-aliasing approaches, inferred shading for transparency, and tile-based deferred shading. Examples are given throughout and the techniques are compared.
The document discusses techniques for improving VR rendering performance. It begins by summarizing multi-GPU rendering approaches, including assigning each GPU to render a single eye or half of an eye. It then discusses fixed foveated rendering using NVIDIA's multi-resolution shading to reduce pixel rendering at the periphery. The document also covers reprojection techniques for missed frames, including rotation-only and positional reprojection. It concludes by introducing adaptive quality techniques that dynamically adjust rendering settings like resolution and anti-aliasing to maintain framerates while maximizing GPU utilization.
Lighting & Shading in OpenGL Non-Photorealistic Rendering.pptCharlesMatu2
This document provides an overview of lighting and shading techniques in OpenGL. It discusses:
1) The different types of lights (point, directional, spot) and lighting models (ambient, diffuse, specular) used in OpenGL.
2) How to set up lighting by defining normals, creating lights, selecting a lighting model, and defining material properties.
3) Built-in shading techniques like flat, Gouraud, and Phong shading and how they differ.
4) Non-photorealistic rendering techniques that are used for artistic effects rather than realism.
How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019Unity Technologies
Learn how the Boat Attack demo was created using the Universal Render Pipeline. These slides offer an in-depth look at the features used in the demo, including Shader Graph, Custom Render Passes, Camera Callback, and more.
Speaker:
Andre McGrail - Unity Technologies
Watch the session on YouTube: https://youtu.be/ZPQdm1T7aRs
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
This document summarizes various shadow techniques for real-time and interactive computer graphics applications. It discusses algorithms for computing hard shadows like shadow mapping and shadow volumes. It also covers approaches for real-time soft shadows using techniques like soft shadow maps and single sample soft shadows. The document analyzes the advantages and limitations of different shadow algorithms and discusses optimizations for hardware-accelerated real-time rendering.
This document summarizes key rendering features in CryEngine 3 and Crysis 2 across PC and console platforms. It discusses gamma correct HDR rendering, lighting, shadows, screen space ambient occlusion and global illumination, deferred decals, character rendering, water rendering, post-processing effects like motion blur, anti-aliasing using post MSAA, system specifications and colors matching across platforms, and stereo rendering. It highlights the engineering efforts required to optimize the engine for consoles while maintaining quality and pushing technological limits on all platforms.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Michal Valient of Guerrilla gave a talk on deferred rendering in Killzone 2. The talk covered an overview of forward and deferred rendering, Killzone 2's G-buffer layout, deferred rendering passes such as geometry, lighting accumulation, and post-processing, as well as the use of SPUs in parallelizing rendering tasks like display list generation and image-based lighting. Deferred rendering allowed Killzone 2 to scale well with lighting complexity and reduce overdraw compared to forward rendering.
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.
The document discusses foveated ray tracing for virtual reality using multiple GPUs. It describes implementing a ray tracer across multiple GPU kernels rather than a single large kernel. This allows for better performance, maintainability, and debugging. Foveated rendering is also discussed as a technique to reduce computation by ray tracing fewer samples in the visual periphery compared to the high resolution fovea. Implementing these techniques can help improve performance for ray tracing virtual reality scenes on multiple GPUs.
Upcoming rendering technology including scriptable render pipelines, advanced lighting options and more.
Presenter: Arisa Scott (Graphis Product Manager, Unity Technologies)
Philip Hammer of DECK13 Interactive GmbH presented techniques used in rendering The Surge. Key points included: using physically based rendering with GGX BRDF; clustered deferred rendering with lighting computed on GPU; deferred decals for details; and optimizing shaders for AMD GCN occupancy. Future work focuses on new deferred approaches like bindless decals, improved materials, and migrating to Vulkan and DX12.
This document summarizes DirectX 10/11 visual effects and the compute shader capabilities. It introduces volumetric particle shadowing and horizon based ambient occlusion effects that can be achieved with DirectX 10. It then discusses how compute shaders on DirectX 10 hardware enable new effects by allowing general purpose computation on the GPU. Examples of particle systems, n-body simulations, and image processing are provided.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...Unity Technologies
Virtual reality (VR) and augmented reality (AR) are powerful tools for storytelling, but poor execution can negatively impact consumer reactions and engagement. This session guides you through the latest Unity tech and best practices for creating stunning high-end VR and mobile AR visuals.
Speaker: Dan Miller – Unity
Watch the session on YouTube: https://youtu.be/dvOZ7IL2iOI
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)Mark Kilgard
I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California. The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.
This document provides an overview of deferred shading techniques. It begins by explaining why deferred shading is used, including decoupling scene geometry and light complexity. It then covers the basic approach of deferred shading, using a G-buffer to store lighting properties and combining them later. The document discusses techniques like shadow mapping and shadow volumes for adding shadows. It also covers extensions like light pre-pass deferred shading, various anti-aliasing approaches, inferred shading for transparency, and tile-based deferred shading. Examples are given throughout and the techniques are compared.
The document discusses techniques for improving VR rendering performance. It begins by summarizing multi-GPU rendering approaches, including assigning each GPU to render a single eye or half of an eye. It then discusses fixed foveated rendering using NVIDIA's multi-resolution shading to reduce pixel rendering at the periphery. The document also covers reprojection techniques for missed frames, including rotation-only and positional reprojection. It concludes by introducing adaptive quality techniques that dynamically adjust rendering settings like resolution and anti-aliasing to maintain framerates while maximizing GPU utilization.
Lighting & Shading in OpenGL Non-Photorealistic Rendering.pptCharlesMatu2
This document provides an overview of lighting and shading techniques in OpenGL. It discusses:
1) The different types of lights (point, directional, spot) and lighting models (ambient, diffuse, specular) used in OpenGL.
2) How to set up lighting by defining normals, creating lights, selecting a lighting model, and defining material properties.
3) Built-in shading techniques like flat, Gouraud, and Phong shading and how they differ.
4) Non-photorealistic rendering techniques that are used for artistic effects rather than realism.
How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019Unity Technologies
Learn how the Boat Attack demo was created using the Universal Render Pipeline. These slides offer an in-depth look at the features used in the demo, including Shader Graph, Custom Render Passes, Camera Callback, and more.
Speaker:
Andre McGrail - Unity Technologies
Watch the session on YouTube: https://youtu.be/ZPQdm1T7aRs
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
This document summarizes various shadow techniques for real-time and interactive computer graphics applications. It discusses algorithms for computing hard shadows like shadow mapping and shadow volumes. It also covers approaches for real-time soft shadows using techniques like soft shadow maps and single sample soft shadows. The document analyzes the advantages and limitations of different shadow algorithms and discusses optimizations for hardware-accelerated real-time rendering.
This document summarizes key rendering features in CryEngine 3 and Crysis 2 across PC and console platforms. It discusses gamma correct HDR rendering, lighting, shadows, screen space ambient occlusion and global illumination, deferred decals, character rendering, water rendering, post-processing effects like motion blur, anti-aliasing using post MSAA, system specifications and colors matching across platforms, and stereo rendering. It highlights the engineering efforts required to optimize the engine for consoles while maintaining quality and pushing technological limits on all platforms.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
New Millennium for Computer Entertainment - KutaragiSlide_N
This document discusses the next generation of computer entertainment and Sony's vision for the future. It summarizes Sony's development of new technologies including the Emotion Engine processor and Graphics Synthesizer that will power the next PlayStation console. These new components provide significantly more processing and graphics capabilities compared to existing consoles and PCs. Sony aims to advance from sound and graphics synthesis to emotion synthesis by using these technologies to generate realistic animations and simulate human emotions in games.
Ken Kutaragi was the Executive Deputy President and COO in charge of Home, Broadband and Semiconductor Solutions Network Companies, and Game Business Group at Sony. He saw digital consumer electronics like digital flat TVs, home servers, and digital cameras as the new driving force for next generation technologies. He believed future homes would be powered by technologies like artificial intelligence, broadband networks, optical/wireless connectivity, and the PlayStation portable game console. Semiconductors would be the "heart" powering various digital devices, and entertainment was viewed as the "key" application that would drive new digital content and computing platforms like Sony's CELL processor.
The document outlines Nobuyuki Idei's transformation plan for Sony to improve profitability through structural reform. The plan involves two phases from FY2003-FY2006: 1) reducing fixed costs by 330 billion yen through streamlining operations and headcount reductions, and 2) implementing "convergence strategies" across businesses to enhance core businesses and create new areas of growth. The goal is to increase the group operating profit margin to over 10% by FY2006.
Moving Innovative Game Technology from the Lab to the Living RoomSlide_N
Richard Marks discusses moving innovative game technology from research labs into consumer living rooms. He provides examples of how Sony has developed new input and sensing technologies like the EyeToy webcam and PlayStation Move motion controller through research and then incorporated them into popular gaming products. Marks explains the process from initial research concepts and prototypes to mass production and commercial launches. He also looks at future trends in areas like immersive displays, life gaming, and haptic feedback.
Cell Technology for Graphics and VisualizationSlide_N
The document discusses Cell technology for graphics and visualization. It provides an overview of the Cell architecture including its Power Processor Element (PPE) and Synergistic Processor Elements (SPEs). The PPE handles operating system tasks while the SPEs provide computational performance. The document outlines programming models for the Cell including function offload, application specific accelerators, computational acceleration, streaming, and a shared memory multiprocessor model. It also discusses heterogeneous threading and a single source compiler approach.
This document summarizes an IBM presentation on industry trends in microprocessor design. It discusses how single-thread performance growth has slowed due to power limitations, leading chipmakers to adopt multi-core designs. It then outlines IBM's Cell/B.E. microprocessor and roadmap, including its heterogeneous multi-core architecture combining general-purpose and specialized processing elements. Finally, it notes both AMD and Intel are moving toward heterogeneous designs that integrate CPU and GPU capabilities to better handle high-performance computing workloads.
Translating GPU Binaries to Tiered SIMD Architectures with OcelotSlide_N
The document discusses Ocelot, a binary translation framework that allows architectures other than NVIDIA GPUs to execute programs written in PTX, an intermediate representation used by NVIDIA GPUs. It describes how Ocelot maps the PTX thread hierarchy to different architectures, uses translation techniques to hide memory latency, and emulates GPU data structures. It also provides details on the implementation of the translator and a case study of translating a PTX program to IBM Cell Processor assembly code.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
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5. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Forward Rendering – Single Pass
‣ For each object
‣ Find all lights affecting object
‣ Render all lighting and material in a single shader
‣ Shader combinations explosion
‣ Shader for each material vs. light setup combination
‣ All shadow maps have to be in memory
‣ Wasted shader cycles
‣ Invisible surfaces / overdraw
‣ Triangles outside light influence
6. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Forward Rendering – Multi-Pass
‣ For each light
‣ For each object
‣ Add lighting from single light to frame buffer
‣ Shader for each material and light type
‣ Wasted shader cycles
‣ Invisible surfaces / overdraw
‣ Triangles outside light influence
‣ Lots of repeated work
‣ Full vertex shaders, texture filtering
7. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Deferred Rendering
‣ For each object
‣ Render surface properties into the G-Buffer
‣ For each light and lit pixel
‣ Use G-Buffer to compute lighting
‣ Add result to frame buffer
‣ Simpler shaders
‣ Scales well with number of lit pixels
‣ Does not handle transparent objects
18. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
G-Buffer : Our approach
R8 G8 B8 A8
Depth 24bpp Stencil
Lighting Accumulation RGB Intensity
Normal X (FP16) Normal Y (FP16)
Motion Vectors XY Spec-Power Spec-Intensity
Diffuse Albedo RGB Sun-Occlusion
DS
RT0
RT1
RT2
RT3
‣ MRT - 4xRGBA8 + 24D8S (approx 36 MB)
‣ 720p with Quincunx MSAA
‣ Position computed from depth buffer and pixel coordinates
19. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
‣ Lighting accumulation – output buffer
‣ Intensity – luminance of Lighting accumulation
‣ Scaled to range [0…2]
‣ Normal.z = sqrt(1.0f - Normal.x2 - Normal.y2)
G-Buffer : Our approach
R8 G8 B8 A8
Depth 24bpp Stencil
Lighting Accumulation RGB Intensity
Normal X (FP16) Normal Y (FP16)
Motion Vectors XY Spec-Power Spec-Intensity
Diffuse Albedo RGB Sun-Occlusion
DS
RT0
RT1
RT2
RT3
20. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
‣ Motion vectors – screen space
‣ Specular power - stored as log2(original)/10.5
‣ High range and still high precision for low shininess
‣ Sun Occlusion - pre-rendered static sun shadows
‣ Mixed with real-time sun shadow for higher quality
G-Buffer : Our approach
R8 G8 B8 A8
Depth 24bpp Stencil
Lighting Accumulation RGB Intensity
Normal X (FP16) Normal Y (FP16)
Motion Vectors XY Spec-Power Spec-Intensity
Diffuse Albedo RGB Sun-Occlusion
DS
RT0
RT1
RT2
RT3
21. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
G-Buffer Analysis
‣ Pros:
‣ Highly packed data structure
‣ Many extra attributes
‣ Allows MSAA with hardware support
‣ Cons:
‣ Limited output precision and dynamic range
‣ Lighting accumulation in gamma space
‣ Can use different color space (LogLuv)
‣ Attribute packing and unpacking overhead
23. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Geometry Pass
‣ Fill the G-Buffer with all geometry (static, skinned, etc.)
‣ Write depth, motion, specular, etc. properties
‣ Initialize light accumulation buffer with pre-baked light
‣ Ambient, Incandescence, Constant specular
‣ Lightmaps on static geometry
‣ YUV color space, S3TC5 with Y in Alpha
‣ Sun occlusion in B channel
‣ Dynamic range [0..2]
‣ Image based lighting on dynamic geometry
24. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Image Based Lighting
‣ Artist placed light probes
‣ Arbitrary location and density
‣ Sampled and stored as 2nd order spherical harmonics
‣ Updated per frame for each object
‣ Blend four closest SHs based on distance
‣ Rotate into view space
‣ Encode into 8x8 envmap IBL texture
‣ Dynamic range [0..2]
‣ Generated on SPUs in parallel to other rendering tasks
26. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Decals and Weapon Passes
‣ Primitives updating subset of the G-Buffer
‣ Bullet holes, posters, cracks, stains
‣ Reuse lighting of underlying surface
‣ Blend with albedo buffer
‣ Use G-Buffer Intensity channel to fix accumulation
‣ Same principle as particles with motion blur
‣ Separate weapon pass with different projection
‣ Different near plane
‣ Rendered into first 5% of depth buffer range
‣ Still reacts to lights and post-processing
27.
28.
29. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Light Accumulation Pass
‣ Light is rendered as convex geometry
‣ Point light – sphere
‣ Spot light – cone
‣ Sun – full-screen quad
‣ For each light…
‣ Find and mark visible lit pixels
‣ If light contributes to screen
‣ Render shadow map
‣ Shade lit pixels and add to framebuffer
30. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Determine Lit Pixels
‣ Marks pixels in front of the far light boundary
‣ Render back-faces of light volume
‣ Depth test GREATER-EQUAL
‣ Write to stencil on depth pass
‣ Skipped for very small distant lights
31. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Determine Lit Pixels
‣ Find amount of lit pixels inside the volume
‣ Start pixel query
‣ Render front faces of light volume
‣ Depth test LESS-EQUAL
‣ Don’t write anything – only EQUAL stencil test
32. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Render Shadow Map
‣ Enable conditional rendering
‣ Based on query results from previous stage
‣ GPU skips rendering for invisible lights
‣ Max 1024x1024xD16 shadow map
‣ Fast and with hardware filtering support
‣ Single map reused for all lights
‣ Skip small objects
‣ Small in shadow map and on screen
‣ Artist defined thresholds for lights and objects
33. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Shade Lit Pixels
‣ Render front-faces of light volume
‣ Depth test - LESS-EQUAL
‣ Stencil test - EQUAL
‣ Runs only on marked pixels inside light
‣ Compute light equation
‣ Read and unpack G-Buffer attributes
‣ Calculate Light vector, Color, Distance Attenuation
‣ Perform shadow map filtering
‣ Add Phong lighting to frame buffer
34. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Light Optimization
‣ Determine light size on the screen
‣ Approximation - angular size of light volume
‣ If light is “very small”
‣ Don’t do any stencil marking
‣ Switch to non-shadow casting type
‣ Shadows fade-out range
‣ Artist defined light sizes at which:
‣ Shadows start to fade out
‣ Switch to non-shadow casting light
35. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Sun Rendering
‣ Full screen quad
‣ Stencil mark potentially lit pixels
‣ Use only sun occlusion from G-Buffer
‣ Run final shader on marked pixels
‣ Approx. 50% of pixels skipped thanks 1st pass
‣ Also skybox/background
‣ Simple directional light model
‣ Shadow = min(RealTimeShadow, Occlusion)
36. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Sun – Real-Time Shadows
‣ Cascade shadow maps
‣ Provide more shadow detail where required
‣ Divide view frustum into several areas
‣ Split along view distance
‣ Split distances defined by artist
‣ Render shadow map for each area
‣ Max 4 cascades
‣ Max 512x512 pixels each in single texture
‣ Easy to address cascade in final render
37. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Sun – Real-Time Shadows
‣ Issue: Shadow shimmering
‣ Light cascade frustums follow camera
‣ Sub pixel changes in shadow map
‣ Solution!
‣ Don’t rotate shadow map cascade
‣ Make bounding sphere of cascade frustum
‣ Use it to generate cascade light matrix
‣ Remove sub-pixel movements
‣ Project world origin onto shadow map
‣ Use it to round light matrix to nearest shadow pixel corner
38. Sun - Colored shadow Cascades - Unstable shadow artifacts
39. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
MSAA Lighting Details
‣ Run light shader at pixel resolution
‣ Read G-Buffer for both pixel samples
‣ Compute lighting for both samples
‣ Average results and add to frame buffer
‣ Optimization in shadow map filtering
‣ Max 12 shadow taps per pixel
‣ Alternate taps between both samples
‣ Half quality on edges, full quality elsewhere
‣ Performance equal to non-MSAA case
40. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Forward Rendering Pass
‣ Used for transparent geometry
‣ Single pass solution
‣ Shader has four uberlights
‣ No shadows
‣ Per-vertex lighting version for particles
‣ Lower resolution rendering available
‣ Fill-rate intensive effects
‣ Half and quarter screen size rendering
‣ Half resolution rendering using MSAA HW
41. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Post-Processing Pass
‣ Highly customizable color correction
‣ Separate curves for shadows, mid-tones, highlight colors, contrast and
brightness
‣ Everything Depth dependent
‣ Per-frame LUT textures generated on SPU
‣ Image based motion blur and depth of field
‣ Internal lens reflection
‣ Film grain filter
42. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
SPU Usage and Architecture
Putting it all together
43. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
SPU Usage
‣ We use SPU a lot during rendering
‣ Display list generation
‣ Main display list
‣ Lights and Shadow Maps
‣ Forward rendering
‣ Scene graph traversal / visibility culling
‣ Skinning
‣ Triangle trimming
‣ IBL generation
‣ Particles
44. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
SPU Usage (cont.)
‣ Everything is data driven
‣ No “virtual void Draw()” calls on objects
‣ Objects store a decision-tree with DrawParts
‣ DrawParts link shader, geometry and flags
‣ Decision tree used for LODs, etc.
‣ SPUs pull rendering data directly from objects
‣ Traverse scenegraph to find objects
‣ Process object's decision-tree to find DrawParts
‣ Create displaylist from DrawParts
52. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Main scenegraph + displaylist
Shadow scenegraph + displaylist
IBL generationParticles, Skinning
edgeGeom
PPU
SPU 0
SPU 1
SPU 2
SPU 3
SPU Architecture
GAME, AI
PHYSICS
PREPARE
DRAW
GAME, AI
PHYSICS
PREPARE
DRAW
DRAW
DATA
LOCK
53. GUERRILLA | DEVELOP CONFERENCE | JULY ‘07 | BRIGHTON
Conclusion
‣ Deferred rendering works well and gives us artistic
freedom to create distinctive Killzone look
‣ MSAA did not prove to be an issue
‣ Complex geometry with no resubmit
‣ Highly dynamic lighting in environments
‣ Extensive post-process
‣ Still a lot of features planned
‣ Ambient occlusion / contact shadows
‣ Shadows on transparent geometry
‣ More efficient anti-aliasing
‣ Dynamic radiosity