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.
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.
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.
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.
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.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
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.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
The rendering technology of 'lords of the fallen' philip hammerMary Chan
This session is about some important aspects of the rendering pipeline of the upcoming Action-RPG "Lords of the Fallen", developed by Deck13 Interactive and CI Games for PS4, Xbox One, and PC. The topic covers several closely related areas like the deferred rendering system, image-based lighting using deferred cubemaps, deferred decals, and an approach for transparent object lighting and shadowing. More specifically, the lecture will cover several strategies to keep the G-Buffer as small and efficient as possible. This includes the description of a G-Buffer attribute-packing scheme and how per-material attributes can be exposed using special parameter lookup tables. Furthermore, a traditional problem of most deferred rendering systems is the seamless integration of transparent objects into the lighting. The lecture will present several ways to approach this problem, for example multi-pass deferred rendering, coloured transparent shadows, and a novel method for deferred particle lighting.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
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.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
The rendering technology of 'lords of the fallen' philip hammerMary Chan
This session is about some important aspects of the rendering pipeline of the upcoming Action-RPG "Lords of the Fallen", developed by Deck13 Interactive and CI Games for PS4, Xbox One, and PC. The topic covers several closely related areas like the deferred rendering system, image-based lighting using deferred cubemaps, deferred decals, and an approach for transparent object lighting and shadowing. More specifically, the lecture will cover several strategies to keep the G-Buffer as small and efficient as possible. This includes the description of a G-Buffer attribute-packing scheme and how per-material attributes can be exposed using special parameter lookup tables. Furthermore, a traditional problem of most deferred rendering systems is the seamless integration of transparent objects into the lighting. The lecture will present several ways to approach this problem, for example multi-pass deferred rendering, coloured transparent shadows, and a novel method for deferred particle lighting.
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.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
Substance user group in Shanghai Open day 2017 PPT share.
Original PPT here.
https://www.dropbox.com/s/3vs76eh1d32iwmb/substanceshanghaippt_repacked.ppsm?dl=0
Presented September 30, 2009 in San Jose, California at GPU Technology Conference.
Describes the new features of OpenGL 3.2 and NVIDIA's extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Improving Shadows and Reflections via the Stencil BufferMark Kilgard
This 1999 tutorial explains how to use the stencil buffer to achieve realistic shadows and reflections. This tutorial was included in the "Advanced OpenGL Development" course presented at the 1999 Computer Game Developer Conference (now GDC).
This tutorial predates subsequent work by Cass Everitt and me to develop a truly robust Z-fail stencil shadow volume algorithm.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
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 Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
2. Outline
Why(Why not) deferred shading
History of deferred shading
Basic of deferred shading
Shadow in deferred shading
Extension of deferred shading
◦ Light Pre-Pass deferred shading
◦ Anti-aliasing in deferred shading
◦ Inferred shading
◦ Tile-based deferred shading
3. What is deferred shading?
Instead of intermediately calculate the
color and write to frame buffer, we divide
the information into smaller parts and
write them into intermediate buffer (i.e.
G(eometric)-buffer). Then combine and
calculate color later.
Video from source 15
6. Why deferred shading?
Decouple the scene geometry complexity
and light complexity
◦ Going from O( #Light * #Triangle ) to
O( #Light ) + O( #Triangle )
Only do the BRDF calculation on the
visible surfaces
Simplify the rendering process
◦ Few passes on G-buffer V.S. Switching shaders
G-buffer is useful for post-processing
7. Comparison with Forward
Rendering
Single pass lighting:
For each object
Render object
Apply all the lights in shader
Why this is not good?
◦ Boated shader if we do code generation for all
the light sources
◦ Wasteful ( We are throwing away fully shaded
fragment in depth test !)
From source 4, slide 3
8. Comparison with Forward
Rendering
Multi-pass lighting:
For each light
For each object affected by light
Framebuffer += BRDF( object, light )
Why this is not good?
◦ Repetitive vertex transformation for the same
object
◦ Wasteful ( We are “still” throwing away fully
shaded fragment in depth test !)
From source 4, slide 4
9. Deferred Shading
For each object
Render the lighting(material) property
into G-buffer
For each light
Framebuffer += BRDF( G-buffer, light )
Simplify the lighting process
O(1) depth complexity for lighting
From source 4, slide 5
10. Why “not” deferred shading?
Memory intensive
◦ Multiple buffer ( Multiple render target )
◦ Buffer read-back
◦ Limited material type
Cannot apply hardware assisted anti-aliasing
◦ MSAA(Multi-sample anti-aliasing) is for pixel
already shaded
Cannot handle translucent object
◦ We only have the information of the object with
smallest depth value
11. History
Deering, M., et al. “The Triangle
Processor and Normal Vector Shader:
A VLSI System for High Performance
Graphics”, Proceedings of SIGGRAPH
‘88
◦ Only shading once after depth resolution
T. Saito and T. Takahashi.
“Comprehensible rendering of 3d
shapes”, Proceedings of SIGGRAPH ’90
◦ It is designed for contour rendering
◦ The first time the term of G-Buffer
appears
Image from source 6, 7
12. Multiple Render target
A feature that allows programmable
rendering pipeline to render images to
multiple render target texture at the
same time.
Introduced by OpenGL 2.0 and DirectX
9.0
Supported by Xbox360 and Playstation 3
13. Multiple Render target
We can do deferred shading without
Multiple render target.
◦ But the performance is going to be a problem
Image from source 6, 8
15. What kind of G-buffer do we need?
Going from the SSAO assignment we did
16. Say we want something like this
From source 9, slide 9
17. What kind of G-buffer do we need?
From source 9, slide 10
18. What kind of G-buffer do we need?
From source 9, slide 11
19. What kind of G-buffer do we need?
From source 9, slide 12
20. What kind of G-buffer do we need?
From source 9, slide 13
21. What kind of G-buffer do we need?
From source 9, slide 14
22. What kind of G-buffer do we need?
From source 9, slide 15
23. What kind of G-buffer do we need?
From source 9, slide 16
24. What kind of G-buffer do we need?
From source 9, slide 17
25. The G-Buffer of Killzone 2
4 X R8G8B8 + 24Depth + 8Stencil ~= 36 MB
◦ We only got 256 MB RAM and 256 MB VRAM on
PS3
No Normal.z term
◦ Normal.z = sqrt( 1.0 – Normal.x^2 – Normal.y^2 )
◦ Trade memory space with computation time
From source 9, slide 19
26. The G-buffer of Battlefield 3
Material ID is a common way to manage
material
R8 G8 B8 A8
GB0 Normal .xyz Spec. Smoothness
GB1 Diffuse albedo .rgb Specular albedo
GB2 Sky visibility Custom envmap ID Material Param. Material ID
GB3 Irradiance (dynamic radiosity)
Image from source 9, slide 12 and source 10
29. That’s cool. But where is my shadow?
1000 lights without shadow is easy, but
100 lights with shadow is impossible now
Shadow map
◦ A good fit with deferred shading
◦ Need more memory
Shadow volume
◦ Render light as geometry volume
◦ Depth test to determine whether the object is
inside the volume or not
30. Shadow map
Create a depth map in the perspective of light
source.
Compare the position of the geometry
surface with the depth map of light source.
Position = Screen space position + depth
Image from source 14
32. Shadow Volume
Only apply the light to the pixel enclose by
the shadow volume
Depth test needs to be handle carefully
Image from source 4, slide 12 Image from source 17
36. Light Pre-pass / Deferred Lighting
Two pass deferred
shading
1st pass
◦ Only render depth
and normal
◦ Do not need MRT!
Image from source 17
37. Light Pre-pass / Deferred Lighting
Write LightColor * N dot L * Attenuation
in RGB, specular in A channel
Image from source 17
38. Light Pre-pass / Deferred Lighting
2nd geometry pass
◦ Fetch the material property
◦ Combine with light buffer
Image from source 17
39. Light Pre-pass / Deferred Lighting
Pro
◦ Less memory required
◦ Doesn’t not require MRT feature
= Enable programmer to turn on MSAA in
DirectX9
◦ Only one material fetch regardless number of
light
Con
◦ “Two” geometry passes
41. Anti-aliasing
Super-sampling one framebuffer is painful,
super-sampling 5 MRT is 5X painful
Hardware supported MSAA is incompatible
with deferred shading
◦ MSAA cannot apply to MRT in DirectX 9
◦ Super-sampling and averaging normal or depth
might cause wired result
Imaged based approach of anti-aliasing
We have depth and normal information
42. Basic Edge-detection Anti-aliasing
Do the 2D edge detection algorithm on
frame buffer
Apply low-pass filter across the edge
The discontinuities of normal and depth
are better features to locate edges
45. Morphological Anti-aliasing
Connect the mid-points of the L, Z, and U
shape segments.
The blending weight is based on the triangle
area enclosed by mid points
Image from source 18
55. Alpha blending
How do we get transparent/transculant
effect in deferred shading
◦ One more forward rendering pass
◦ Depth peeling
So expensive
Limited layer of transculant material
56. Depth Peeling
Multiple pass of depth buffer generation
from front to back
Peel the fragments away after depth
buffer generated
Render image form back to front
Image from source 22
58. Inferred Shading
3-pass algorithm based on the 2-pass
Light Pre-pass deferred shading
Can create
transparent effect
in deferred shading
scheme
◦ Even multiple
layer of
transparency!
Image from source 23
59. Inferred Shading
Geometry Pass
◦ RT1 : Normal.X / Normal.Y
◦ RT2 : Depth / Object ID
◦ The resolution is lower than target
Light Pass
◦ Apply lighting to the G-buffer to create L-buffer
◦ The resolution is also lower that target
Material Pass
◦ Material fetch
◦ Combine material with L-buffer information
60. Inferred Shading
Discontinuity Sensitive Filtering
◦ Sample lighting information based on the
object ID information stored in G-buffer
◦ If the sample is not from the same object,
then ignore the sample
Image from source 23
61. Lighting Alpha Polygons
Render the transparent objects last in the
geometry pass and render them into
stipple pattern
Special sampling rule parse over the
stipple pattern in the material pass
Image from source 23
68. Tile-based Deferred Shading
Introduced into Frostbite 2 engine
Divide the screen in screen-space tiles
Cull analytical lights (point, cone, line), per
tile
Compute lighting for all contributing lights,
per tile
Slide from source 25
72. Tile-based Deferred Shading
• The screen is divided in 920 tiles of
32x32 pixels
• Downsample and classify the
scene from 720p to 40x23
(1 pixel == 1 tile)
• Find each tile’s Min/Max depth
• Find each tile’s material permutations
• Downsampling is done in multi-pass
and via MRTs
Slide from source 25
76. Tile-based Deferred Shading
Build mini-frustas for each tile
Cull lights against sky-free tiles in a shader
Store the culling results in a texture:
◦ Column == Light ID
◦ Row == Tile ID
Actually, 4 lights can be processed at once
(A-R-G-B)
Read back the contribution results on the
CPU and prepare for lighting!
Slide from source 25
77. Tile-based Deferred Shading
Parse the culling results texture on CPU
For each light type
For each tile
For each material permutation,
Regroup & set the light parameters for
the pixel shader constants
Setup the shader loop counter
(Limited number of light passed)
Additively render lights with a single draw
call (to the final HDR lighting buffer)
Slide from source 25
89. Source
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http://john-chapman.net/content.php?id=13
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4. Shawn Hargreaves, “Deferred Shading : 6800 Leagues Under The Sea”,
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6. Deering, M., et al. “The Triangle Processor and Normal Vector Shader: A VLSI
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Playstation 3”, Available at:
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y=Rendering
11. Colin Barré-Brisebois (DICE), “Approximating Translucency for a Fast, Cheap and
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2
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world-a-killzone-2-case-study-9886224
14. Wikipedia : Shadow Mapping
http://en.wikipedia.org/wiki/Shadow_mapping
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ps
92. Source
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GPU to the CPU”, Available at:
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from-the-gpu-to-the-cpu/
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94. Indirect Reference Source
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in S.T.A.L.K.E.R.", Available at:
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2. Rusty Koonce (NCsoft Corporation), "GPU Gems 3 chapter 19. Deferred Shading
in Tabula Rasa", Available at:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch19.html
3. Tiago Sousa(Crytek), "GPU Gems 3 chapter 16. Vegetation Procedural Animation
and Shading in Crysis", Available at:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
4. Wolfgang Engel, “ShaderX2 : introductions and tutorials with DirectX 9”,
Available at:
http://tog.acm.org/resources/shaderx/Introductions_and_Tutorials_with_Direct
X_9.pdf
5. Wolfgang Engel, “Light Pre-Pass -Deferred Lighting: Latest Development”,
Available at:
http://www.bungie.net/images/Inside/publications/siggraph/Engel/LightPrePass.
ppt
95. Indirect Reference Source
6. Mark Lee(Insomniac games), “Pre-lighting, Available at:
http://www.insomniacgames.com/tech/articles/0209/files/prelighting.pdf
7. Mark Lee(Insomniac games), “Pre-lighting in Resistance 2”, Available at:
http://www.insomniacgames.com/gdc09-resistance-2-prelighting/
8. Rouslan Dimitrov(Nvidia), “Cascaded Shadow Maps”, Available at:
http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_
maps/doc/cascaded_shadow_maps.pdf
9. Damian Trebilco, “Light Indexed Deferred Lighting”, Available at:
http://code.google.com/p/lightindexed-deferredrender/
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Pipelines", Available at:
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96. Indirect Reference Source
12. John Tsiombikas, “Volume Shadows Tutorial”, Available at:
http://nuclear.mutantstargoat.com/
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Hemispherical and Omnidirectional Light Sources”, Available at:
http://citeseer.ist.psu.edu/viewdoc/summary?doi=10.1.1.11.3540
14. Emil Persson (AMD), “Depth In-depth “, Available at:
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15. Sam Martin, Per Einarsson(Geomerics), “A Real Time Radiosity Architecture”
http://www.geomerics.com/downloads/radiosity_architecture.pdf
16. Martin Mittring(Crytek), “A bit more deferred – CryEngine3”, Available at:
http://www.crytek.com/cryengine/presentations&page=2
17. Anton Kaplanyan(Crytek), “CryENGINE 3: reaching the speed of light”
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speed-of-light
18. Nickolay Kasyan, Nicolas Schulz, Tiago Sousa(Crytek), ”Secrets of CryENGINE 3
Graphics Technology”, Available at:
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graphics-technology
97. Indirect Reference Source
19. Martin Mittring(Epic games), Bryan Dudash(Nvidia), “The Technology Behind the
DirectX 11 Unreal Engine "Samaritan" Demo”, Available at:
http://www.nvidia.com/content/PDF/GDC2011/Epic.pdf
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volumes-in-cryengine-3
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98. Previous Presentation
[Spring 2011] Sean Thomas
http://smt565.blogspot.com/
[Spring 2010] Ian Perera
http://www.seas.upenn.edu/~cis565/LEC
TURE2010/Deferred%20RenderingMacro.
pptm