Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
The document describes terrain rendering techniques used in the Frostbite engine, including procedural shader splatting to allow dynamic material changes, graph-based shaders for flexibility, and techniques for multi-resolution rendering, masking, and adding detail like undergrowth vegetation through procedural generation.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
The document discusses techniques for destruction masking in the Frostbite game engine. It describes using signed volume distance fields to define destruction mask shapes, and techniques like deferred decals and triangle culling using distance fields to efficiently render the masks with good performance. Triangle culling showed the best GPU performance on the PS3, allowing destruction masks to be rendered in a more optimized way than traditional techniques.
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
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.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
The document describes terrain rendering techniques used in the Frostbite engine, including procedural shader splatting to allow dynamic material changes, graph-based shaders for flexibility, and techniques for multi-resolution rendering, masking, and adding detail like undergrowth vegetation through procedural generation.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
The document discusses techniques for destruction masking in the Frostbite game engine. It describes using signed volume distance fields to define destruction mask shapes, and techniques like deferred decals and triangle culling using distance fields to efficiently render the masks with good performance. Triangle culling showed the best GPU performance on the PS3, allowing destruction masks to be rendered in a more optimized way than traditional techniques.
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
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.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Authoring of procedural rocks in The Blacksmith realtime shortVesselin Efremov
This talk provides an overview of common approaches to authoring procedural environments in games. It then describes the pipeline used to author rock formations for the short film "The Blacksmith" in 3 sentences or less:
A) Unique objects were created using procedural generation tools, exported, cleaned up, and had textures projected to create normal maps and albedos, then detailed in Substance Painter.
B) For backdrop objects, height maps from Terragen were made tileable and used to displace basic shapes in 3DS Max, which were optimized and given procedurally mixed textures for variation.
The method aimed to create natural-looking detailed objects efficiently without extensive modeling and allowed reuse across different environment types for different
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
his session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas TrudelUmbra Software
In this presentation Nicolas Trudel, a Graphics Programmer from Eidos-Montréal describes how they integrated Umbra in their custom made Dawn Engine to improve geometry culling for their latest game. Slides also include a short description of Umbra in general for Sampo Lappalainen, and also a future roadmap from the company's CEO Otso Mäkinen.
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
The document provides an overview of graphics pipelines. It discusses the basic graphics pipeline which includes 3D scene, vertex fetching, vertex processing, scan conversion, pixel processing, and raster operations. It then discusses modern graphics pipelines which use programmable shaders and unified shader architectures. It also discusses moving beyond traditional pipelining through parallelism approaches like SIMD, SIMT, and MIMD. Future trends may involve more MIMD approaches and programming models similar to SPU programming. This could enable more complex data structures, algorithms, lighting approaches, and rasterization techniques.
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.
The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.
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
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.
This document discusses using the SPUs on the PlayStation 3 to perform deferred shading for Battlefield 3, offloading work from the GPU. It provides an overview of the SPU-based deferred shading approach, including breaking the screen into tiles that are processed by multiple SPUs in parallel. Algorithmic optimizations discussed include aggressive light culling, material classification, and using lookup tables. Code optimizations focus on data layout, instruction scheduling, and generating shader permutations at compile time. Best practices include tools for rapid development and profiling permutation usage.
This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain how this technique is novel in its approach of acquiring arbitrary deformation, as well as present all the details required for implementation. Moreover, we will share the results of our collaboration with NVIDIA, and how it allowed us to bring this technique to the next level on PC using DirectX 11 tessellation.
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.
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.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Authoring of procedural rocks in The Blacksmith realtime shortVesselin Efremov
This talk provides an overview of common approaches to authoring procedural environments in games. It then describes the pipeline used to author rock formations for the short film "The Blacksmith" in 3 sentences or less:
A) Unique objects were created using procedural generation tools, exported, cleaned up, and had textures projected to create normal maps and albedos, then detailed in Substance Painter.
B) For backdrop objects, height maps from Terragen were made tileable and used to displace basic shapes in 3DS Max, which were optimized and given procedurally mixed textures for variation.
The method aimed to create natural-looking detailed objects efficiently without extensive modeling and allowed reuse across different environment types for different
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
his session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas TrudelUmbra Software
In this presentation Nicolas Trudel, a Graphics Programmer from Eidos-Montréal describes how they integrated Umbra in their custom made Dawn Engine to improve geometry culling for their latest game. Slides also include a short description of Umbra in general for Sampo Lappalainen, and also a future roadmap from the company's CEO Otso Mäkinen.
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
The document provides an overview of graphics pipelines. It discusses the basic graphics pipeline which includes 3D scene, vertex fetching, vertex processing, scan conversion, pixel processing, and raster operations. It then discusses modern graphics pipelines which use programmable shaders and unified shader architectures. It also discusses moving beyond traditional pipelining through parallelism approaches like SIMD, SIMT, and MIMD. Future trends may involve more MIMD approaches and programming models similar to SPU programming. This could enable more complex data structures, algorithms, lighting approaches, and rasterization techniques.
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.
The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.
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
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.
This document discusses using the SPUs on the PlayStation 3 to perform deferred shading for Battlefield 3, offloading work from the GPU. It provides an overview of the SPU-based deferred shading approach, including breaking the screen into tiles that are processed by multiple SPUs in parallel. Algorithmic optimizations discussed include aggressive light culling, material classification, and using lookup tables. Code optimizations focus on data layout, instruction scheduling, and generating shader permutations at compile time. Best practices include tools for rapid development and profiling permutation usage.
This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain how this technique is novel in its approach of acquiring arbitrary deformation, as well as present all the details required for implementation. Moreover, we will share the results of our collaboration with NVIDIA, and how it allowed us to bring this technique to the next level on PC using DirectX 11 tessellation.
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.
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.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)Johan Andersson
The document discusses techniques for generating decals in a single pass using the geometry shader and stream out. It describes problems with using physics collision meshes to generate decals and proposes extracting decal geometry directly from visual meshes using the geometry shader. Key steps include culling and transforming relevant triangles into a decal buffer using stream out. This allows transferring UV sets and clipping decals while minimizing CPU overhead. Performance and buffer usage are also covered.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017Thomas Willberger
We present our real-time global illumination approach that is used in our architecture visualization software Enscape (www.enscape3d.com). It consists of a hybrid approach of using screen space information where possible (via raymarching) and global BVH ray traversal where the SS information is not sufficient.
GTC Europe 2017, Thomas Schander and Clemens Musterle
The document summarizes the key features and capabilities of Direct3D 10, which was designed to maximize GPU performance by reducing CPU overhead and enabling more work to be done on the GPU. Some of the main features discussed include constant buffers, geometry shaders, texture arrays, and other capabilities that reduce draw calls and state changes. Direct3D 10 also provides a standardized, consistent API and enables new visual effects by exposing more of the GPU's programmability and functionality to developers.
This cover letter summarizes Leo Liao's qualifications for computer vision and machine learning roles. He has over 10 years of experience developing computational vision applications, including leading a team that created printing press inspection products using CUDA-accelerated algorithms. He is skilled in areas like signal processing, computer graphics, computer vision, and machine learning techniques.
Parallel implementation of geodesic distance transform with application in su...Tuan Q. Pham
This poster presents a parallel implementation of geodesic distance transform using OpenMP. This work forms part of a C implementation for geodesic superpixel segmentation of natural images. Presented at DICTA 2013 conference
The document proposes a method for efficiently representing layered depth images (LDIs) to enable real-time volumetric tests on 3D meshes. The method involves creating an LDI of the mesh using depth peeling, calculating its bounding box, cropping the LDI, and compressing it in a lossless two-phase process. A volumetric parity test is developed that can determine if a point is inside or outside the volume by ray marching through the compressed LDI texture. Performance results show the compression achieves ratios of 1:2-3 with little overhead and enables real-time volumetric queries.
Graphics programming with Unity3D utilizes the GPU for highly parallelized operations like matrix and texture lookups. There are two main access points: shading which converts 3D to 2D, and post-processing which performs shader operations on the rendered image. The graphics pipeline involves vertex and pixel shaders transforming and coloring 3D models with effects like lighting, bump mapping, and textures. Multi-pass rendering and image effects allow combining results through scripts and shaders. Future improvements include deferred rendering, tessellation, and an expanded shader pipeline.
GPU compute has leveraged discrete GPUs for a fairly limited set of academic and supercomputing system workloads until recently. With the increase in performance of integrated GPU inside an Accelerated Processing Unit (APU), introduction of Heterogeneous System Architecture (HSA) devices, and proliferation of programming tools, we are seeing GPU compute make its way into mainstream applications. In this presentation we cover GPU compute and HSA, focusing on the application of GPU compute in the Medical and Print Imaging segments. Examples of performance data are reviewed and the case is made for how GPU compute can deliver tangible benefits.
Deferred Lighting and Post Processing on PLAYSTATION®3Slide_N
This document discusses optimizing post processing and deferred lighting on the PlayStation 3 by offloading work to the system processor units (SPUs). It provides examples of using the SPUs for depth of field preprocessing, screen space ambient occlusion, deferred lighting, volumetric lighting, and shadow mapping. The key advantages of using the SPUs include reducing GPU bottlenecking and improving performance by leveraging the SPUs' flexibility to optimize fragment processing through techniques like tile-based classification and caching shadow map tiles in local memory. Offloading post processing effects to the SPUs can significantly reduce frame times compared to performing the entire effect on the GPU.
Adaptive Hyper-Parameter Tuning for Black-box LiDAR Odometry [IROS2021]KenjiKoide1
Adaptive Hyper-Parameter Tuning for Black-box LiDAR Odometry
Kenji Koide, Masashi Yokozuka, Shuji Oishi, and Atsuhiko Banno
Proc. IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS2021), pp. 7708-7714, Prague, Czech Republic, Sep., 2021
https://staff.aist.go.jp/k.koide/
Greater Chicago Area - Independent Non-Profit Organization Management Professional
View clifford sugerman's professional profile on LinkedIn. LinkedIn is the world's largest business network, helping professionals like clifford sugerman discover.
The document discusses techniques for real-time rendering of scenes with complex geometry and dynamic lights using modern GPU features. It describes using a deferred shading scheme with multiple render targets to support massive dynamic light sources. Key techniques discussed include fast shadow calculation in deferred shading, screen space ambient occlusion, shadow mapping/volumes, edge-based anti-aliasing, and screen space occlusion culling to improve performance. A multi-threading layout is proposed to map the rendering passes to GPU kernels for parallel processing of image buffers.
SOM (Self-Organizing Map) is one of the most popular artificial neural network algorithms in the unsupervised learning category. For efficient construction of large maps searching the best-matching unit is usually the computationally heaviest operation in the SOM. The parallel nature of the algorithm and the huge computations involved makes it a good target for GPU based parallel implementation. This paper presents an overall idea of the optimization strategies used for the parallel implementation of Basic-SOM on GPU using CUDA programming paradigm.
The document discusses a workflow called Polaris for managing tasks in a reconfigurable 2D architecture. It outlines the goals of analyzing advantages and challenges of 2D reconfiguration, examining solutions to fragmentation and placement problems, and proposing an allocation manager. The proposed approach uses a heuristic empty space manager and focused fitting strategy to minimize routing paths and maintain high performance while keeping complexity low.
Hadoop is an open-source software framework for distributed storage and processing of large datasets across clusters of computers using MapReduce. It allows for the parallel processing of large datasets across clusters of computers using a simple programming model. MapReduce programs are divided into Map and Reduce phases, where the Map phase processes input key-value pairs to generate intermediate output and the Reduce phase merges all intermediate values associated with the same key. Experiments showed that Hadoop and MapReduce were able to process 1 million documents faster than a single computer by distributing the work across multiple machines in a cluster.
The document describes three use cases implemented on the Tulipp embedded platform:
1) Pedestrian detection for ADAS achieving 15 frames/s with 2-3 frame latency.
2) Stereo depth estimation for UAVs performing in real-time with streaming optimization.
3) Medical image processing reducing radiation dose by 4x and enhancing images at 30 frames/s.
The Tulipp tools and SDSoc/Vivado HLS were used to implement algorithms from C/C++ onto the FPGA-based platform while addressing challenges of memory, streaming, and hardware-suitability. Overall, the Tulipp platform performed well across different applications with high-level development.
Cache Optimization Techniques for General Purpose Graphic Processing UnitsVajira Thambawita
This document summarizes research on adapting CPU cache optimization techniques for general purpose graphic processing units (GPGPUs). It first discusses related work on CPU and GPGPU cache architectures and optimization techniques. It then presents the conceptual design of selecting CPU techniques and analyzing their adaptation to GPGPUs. Two common CPU techniques, stride-one access and blocking, are adapted and experimental results show their effectiveness on a GPGPU, with blocking providing better performance than non-blocking approaches. The research contributes techniques for programmers to optimize GPGPU cache performance.
Introduction to GPUs for Machine LearningSri Ambati
Graphics processing units (GPUs) are becoming integral components of modern machine learning engines and platforms. These will provide an introduction to GPUs and their suitability for machine learning workloads. They also discuss enabling technologies, such as CUDA, and demonstrate GPU-accelerated machine learning with the H2O platform. These slides are targeted to machine learning practitioners new to GPUs.
Author: Wen Phan is a Senior Solutions Architect at H2O.ai. Wen works with customers and organizations to architect systems, smarter applications, and data products to make better decisions, achieve positive outcomes, and transform the way they do business. Internally, Wen uses his hard-earned field experiences, customer feedback, and market trends to drive product innovation and development. Wen holds a B.S. in Electrical Engineering and M.S. in Analytics and Decision Sciences.
Follow him on twitter: @wenphan
Handling Numeric Attributes in Hoeffding Treesbutest
Hoeffding trees are decision trees designed for data streams that can incrementally learn from examples using limited memory. This document evaluates methods for handling numeric attributes in Hoeffding trees, which is important for performance. It finds that approaches using more approximation, like maintaining 10 bins or Gaussian distributions, allow greater tree growth within memory limits and perform best in empirical tests, outperforming methods like exhaustive binary trees. Evaluation on different datasets and memory environments finds the 10-bin and Gaussian methods generally perform similarly well, with no clear winner, though increased approximation comes at a cost of slower training and prediction speeds.
The document proposes a method for dynamically mapping raster data onto 3D geovirtual environments using projective texture mapping. This allows for real-time visualization of large, time-critical geospatial datasets. By partially decoupling geometry and appearance, the method enables dynamic multi-texture mapping, color transfer functions, and rapid configuration of different mapping options. The approach extends graphics APIs like OpenGL to perform per-fragment dynamic texturing via shader programs. This achieves interactive framerates even with multiple texture mappings. The method is demonstrated through examples including hierarchical data layer combination, object highlighting, and interactive digital map design.
Similar to Advanced Real-time Post-Processing using GPGPU techniques (20)
Taylor Swift: Conquering Fame, Feuds, and Unmatched Success | CIO Women MagazineCIOWomenMagazine
From country star to global phenomenon, delve into Taylor Swift's incredible journey. Explore chart-topping hits, feuds, & her rise to billionaire status!
Brian Peck Leonardo DiCaprio: A Unique Intersection of Lives and Legaciesgreendigital
Introduction
The world of Hollywood is vast and interconnected. filled with countless stories of collaboration, friendship, and influence. Among these tales are the notable narratives of Brian Peck and Leonardo DiCaprio. The keyword "Brian Peck Leonardo DiCaprio" might not immediately ring a bell for everyone. but the connection between these two figures in the entertainment industry is intriguing and significant. This article delves deep into their lives, careers, and the moments where their paths intersect. providing a comprehensive look at how their stories intertwine.
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Early Life and Career Beginnings
Brian Peck: The Early Years
Brian Peck was born in New York City on July 29, 1960. From a young age, Peck exhibited a passion for the performing arts. He attended the Professional Children's School. which has a history of nurturing young talent in the arts. Peck's early career marked by a series of roles in television and film that showcased his versatility as an actor.
Peck's breakthrough came with his role in the cult classic "The Return of the Living Dead" (1985). His performance as Scuz, one of the punk rockers who releases a toxic gas that reanimates the dead. earned him a place in the annals of horror cinema. This role opened doors for Peck. allowing him to explore various facets of the entertainment industry. including writing and directing.
Leonardo DiCaprio: From Child Star to Hollywood Icon
Leonardo DiCaprio was born in Los Angeles, California, on November 11, 1974. His career began at a young age with appearances in television commercials and educational films. DiCaprio's big break came when he joined the cast of the popular sitcom "Growing Pains" (1985-1992). where he played the character Luke Brower.
DiCaprio's transition from television to film was seamless. He gained recognition for his role in "This Boy's Life" (1993) alongside Robert De Niro. This performance began a series of acclaimed roles. establishing DiCaprio as one of the most talented actors of his generation. His portrayal of Jack Dawson in James Cameron's "Titanic" (1997) catapulted him to global stardom. solidifying his status as a Hollywood icon.
Brian Peck Leonardo DiCaprio: Their Paths Cross
Collaborations and Connections
The keyword "Brian Peck Leonardo DiCaprio" signifies more than two names; it represents a fascinating connection in Hollywood. While their careers took different trajectories, their paths crossed in the 1990s. Brian Peck worked with DiCaprio on the set of the 1990s sitcom "Growing Pains." where DiCaprio had a recurring role. Peck appeared in a few episodes. contributing to the comedic and dynamic environment of the show.
Their professional relationship extended beyond "Growing Pains." Peck directed DiCaprio in several educational videos for the "Disneyland Fun" series. where DiCaprio's youthful charm and energy were evident. These early collaborations offered DiCaprio valuable experience in front of the camera. he
Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
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