The document provides an agenda and overview of a technical review of the DOOM game series and id Tech engines. It discusses the history of DOOM games from 1993 to 2016. It then covers frame breakdowns in the DOOM (2016) game and id Tech engine code reviews, including optimizations for parallelism and use of megatextures. Finally, it outlines some of the id Software programming principles focused on simplicity, polish, and transparency.
This third part of Linux internals talks about Thread programming and using various synchronization mechanisms like mutex and semaphores. These constructs helps users to write efficient programs in Linux environment
X / DRM (Direct Rendering Manager) Architectural OverviewMoriyoshi Koizumi
This document contains diagrams and descriptions related to the X Window System architecture for direct and indirect graphics rendering. It shows how OpenGL applications interact with the X server and Mesa library to perform direct graphics rendering using the kernel's Direct Rendering Infrastructure (DRI) and devices' direct rendering capabilities. It also summarizes the DRM authentication process where an application receives a magic cookie from the kernel to authenticate with the DRM driver.
The second part of Linux Internals covers system calls, process subsystem and inter process communication mechanisms. Understanding these services provided by Linux are essential for embedded systems engineer.
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
This document summarizes the game code structure used in Shellshock Nam '67. Key aspects include:
1) Entities form the core of the game object model and are updated every 15 Hz to ensure consistent behavior across platforms. Entities are separated from their visual representations.
2) A model-view-controller pattern is used where Entities are the model, visuals are handled by EntityRepresentations, and Controllers provide input.
3) The system is data-driven with Entity properties defined in text files. This reduces code changes needed when modifying objects.
4) A fixed update frequency is used to synchronize the game simulation across platforms. Interpolation is used to smooth animation between updates.
There is a surge in number of sensors / devices that are getting connected under the umbrella of Internet-Of-Things (IoT). These devices need to be integrated into the Android system and accessed via applications, which is covered in the course. Our Android system development course curriculum over weekends with practicals ensures you learn all critical components to get started.
C has been the most commonly used language. This slideshare is all about the introduction to Advanced C. You will learn the fundamentals and the problem solving skills. You will also get an idea on building algorithms and the conditions regarding it. There are also slides which will give knowledge about operators and their types. As a whole you will gain knowledge on three important fundamentals of C.
The document provides an overview of embedded Android, including:
1. It discusses the history and evolution of Android from 2002 to the present, highlighting major versions.
2. It describes the Android ecosystem, which includes over 2 billion active devices worldwide, 2.7 million apps, and Android having 88% of the global smartphone market share.
3. It covers the legal framework for Android, including code access, licenses, branding use, Google's apps, alternative app stores, and the Oracle v. Google lawsuit.
This third part of Linux internals talks about Thread programming and using various synchronization mechanisms like mutex and semaphores. These constructs helps users to write efficient programs in Linux environment
X / DRM (Direct Rendering Manager) Architectural OverviewMoriyoshi Koizumi
This document contains diagrams and descriptions related to the X Window System architecture for direct and indirect graphics rendering. It shows how OpenGL applications interact with the X server and Mesa library to perform direct graphics rendering using the kernel's Direct Rendering Infrastructure (DRI) and devices' direct rendering capabilities. It also summarizes the DRM authentication process where an application receives a magic cookie from the kernel to authenticate with the DRM driver.
The second part of Linux Internals covers system calls, process subsystem and inter process communication mechanisms. Understanding these services provided by Linux are essential for embedded systems engineer.
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
This document summarizes the game code structure used in Shellshock Nam '67. Key aspects include:
1) Entities form the core of the game object model and are updated every 15 Hz to ensure consistent behavior across platforms. Entities are separated from their visual representations.
2) A model-view-controller pattern is used where Entities are the model, visuals are handled by EntityRepresentations, and Controllers provide input.
3) The system is data-driven with Entity properties defined in text files. This reduces code changes needed when modifying objects.
4) A fixed update frequency is used to synchronize the game simulation across platforms. Interpolation is used to smooth animation between updates.
There is a surge in number of sensors / devices that are getting connected under the umbrella of Internet-Of-Things (IoT). These devices need to be integrated into the Android system and accessed via applications, which is covered in the course. Our Android system development course curriculum over weekends with practicals ensures you learn all critical components to get started.
C has been the most commonly used language. This slideshare is all about the introduction to Advanced C. You will learn the fundamentals and the problem solving skills. You will also get an idea on building algorithms and the conditions regarding it. There are also slides which will give knowledge about operators and their types. As a whole you will gain knowledge on three important fundamentals of C.
The document provides an overview of embedded Android, including:
1. It discusses the history and evolution of Android from 2002 to the present, highlighting major versions.
2. It describes the Android ecosystem, which includes over 2 billion active devices worldwide, 2.7 million apps, and Android having 88% of the global smartphone market share.
3. It covers the legal framework for Android, including code access, licenses, branding use, Google's apps, alternative app stores, and the Oracle v. Google lawsuit.
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 document describes a rendering technique called Forward+ that brings the benefits of both forward and deferred rendering. Forward+ uses a depth prepass and light culling pass to limit the number of lights evaluated per pixel in the shading pass. This results in better performance than deferred rendering while allowing the use of many lights and complex materials like deferred. The technique is demonstrated to render over 3000 dynamic lights in real-time on a Radeon HD 7970 GPU.
This document provides an overview of Linux internals and networking concepts covered in 3 sentences or less:
It introduces Linux internals topics like processes, memory management, and virtual file systems. It also discusses networking concepts and provides a brief history of operating systems development. The document contains various sections on Linux components, kernel subsystems, virtual file systems, and transitioning to systems programming.
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 advancements in tiled-based compute rendering. It describes current proven tiled rendering techniques used in games. It then discusses opportunities for improvement like using parallel reduction to calculate depth bounds more efficiently than atomics, improved light culling techniques like modified Half-Z, and clustered rendering which divides the screen into tiles and slices to reduce lighting workloads. The document concludes clustered shading has potential savings on culling and offers benefits over traditional 2D tiling.
Android Things is the latest attempt from Google to connect the dots between the cloud and devices by introducing an OS that is exclusively built for IoT devices. Initially announced as project Brillo, Android Things helps developers to build devices faster and enable them integrate with cloud services. This presentation traces the architectural aspects of Android Things by connecting it back with Embedded Linux, Embedded Android and Brillo.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Module: the modular p2 p networking stack Ioannis Psaras
libp2p is the ultimate Web3.0 library of choice for decentralised process addressing. In this module, you will hear about all of libp2p’s modular and composable building blocks for P2P networking, which include:
- Transport protocols, pubsub protocols and multiplexers
- Secure channels and NAT Traversal
- Peer discovery, content- and peer-routing
Embedded Android System Development - Part II talks about Hardware Abstraction Layer (HAL). HAL is an interfacing layer through which Android service can place a request to device. Uses functions provided by Linux system to service the request from android framework. A C/C++ layer with purely vendor specific implementation. Packaged into modules (.so) file & loaded by Android system at appropriate time
This document provides an overview of pointers in C programming. It discusses seven rules for pointers, including that pointers are integer variables that store memory addresses, how to dereference and reference pointers, NULL pointers, and arithmetic operations on pointers. It also covers dynamic memory allocation using malloc, calloc, realloc, and free and different approaches to 2D arrays. Finally, it discusses function pointers and their uses, including as callback functions.
This is the last slide of advancedC - Advanced C part 3. In the previous slides we learnt all the fundamentals that is required to learnt Advanced C. In this last slide of Advanced C you will be learning about Multilevel pointers, Command line argument, different kinds of functions, and also you will gain deep knowledge on pre processor and user defined data types. This will help you to improve your knowledge in Advanced C
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
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 presents AMD's Ryzen PRO line of processors for commercial and enterprise users. It highlights key features of the Ryzen 7 PRO 1700, Ryzen 5 PRO 1600 and Ryzen 3 PRO 1300 including their core/thread counts, frequencies, cache sizes and TDPs. It also shows benchmark results demonstrating the Ryzen 7 PRO 1700 and Ryzen 5 PRO 1600 outperforming competing Intel Core i7 and Core i5 processors in various multi-threaded workloads by up to 116%. Additionally, it outlines the Ryzen PRO processors' security features, manageability and commercial support.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Optimizing HDRP with NVIDIA Nsight Graphics – Unite Copenhagen 2019Unity Technologies
Unity's High Definition Render Pipeline (HDRP) makes it possible for developers to unleash their application's full potential using a custom renderer. With this great power, comes great responsibility; more than ever you need to ensure that your application maintains optimal performance so your users can have the best experience possible. These slides look at using NVIDIA Nsight Graphics to profile and optimize your application to achieve peak performance. See how GPU Trace can help you visualize performance metrics to fully utilize your GPU; and how the brand new Shader Profile can help you to optimize your new HDRP shaders.
This session also showed how to utilize advanced features like the Acceleration Structure Viewer to debug your real-time ray tracing (DXR) application.
Speaker: Aurelio Reis – NVIDIA
Watch the session on YouTube: https://youtu.be/l_LiE1vAFhM
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.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document summarizes Mark Kilgard's presentation on NVIDIA's OpenGL support in 2017. It discusses key points including the announcement of OpenGL 4.6 with SPIR-V support, NVIDIA's OpenGL driver updates, and recent advancements in OpenGL such as new extensions in 2014-2016 and the introduction of OpenGL 4.6 which bundles several new extensions. It also provides an overview of NVIDIA's leverage of the OpenGL codebase and shading compiler across multiple APIs.
Optimizing Direct X On Multi Core Architecturespsteinb
This slide set covers best practices in designing threaded rendering in PC games. Examples of current PC titles will be used throughout the talk to highlight the various points.
The document discusses optimizing DirectCompute for graphics processing units (GPUs). It introduces DirectCompute as an API for general purpose GPU programming and explains how it maps better than traditional graphics APIs to the architecture of GPUs like AMD's GCN. Key optimization techniques covered include choosing a thread group size that is a multiple of 64 threads to fully utilize the SIMD hardware, and using thread group shared memory to improve data access speeds compared to off-chip memory. Bank conflicts in shared memory access are also discussed as something to avoid for best performance.
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 document describes a rendering technique called Forward+ that brings the benefits of both forward and deferred rendering. Forward+ uses a depth prepass and light culling pass to limit the number of lights evaluated per pixel in the shading pass. This results in better performance than deferred rendering while allowing the use of many lights and complex materials like deferred. The technique is demonstrated to render over 3000 dynamic lights in real-time on a Radeon HD 7970 GPU.
This document provides an overview of Linux internals and networking concepts covered in 3 sentences or less:
It introduces Linux internals topics like processes, memory management, and virtual file systems. It also discusses networking concepts and provides a brief history of operating systems development. The document contains various sections on Linux components, kernel subsystems, virtual file systems, and transitioning to systems programming.
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 advancements in tiled-based compute rendering. It describes current proven tiled rendering techniques used in games. It then discusses opportunities for improvement like using parallel reduction to calculate depth bounds more efficiently than atomics, improved light culling techniques like modified Half-Z, and clustered rendering which divides the screen into tiles and slices to reduce lighting workloads. The document concludes clustered shading has potential savings on culling and offers benefits over traditional 2D tiling.
Android Things is the latest attempt from Google to connect the dots between the cloud and devices by introducing an OS that is exclusively built for IoT devices. Initially announced as project Brillo, Android Things helps developers to build devices faster and enable them integrate with cloud services. This presentation traces the architectural aspects of Android Things by connecting it back with Embedded Linux, Embedded Android and Brillo.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Module: the modular p2 p networking stack Ioannis Psaras
libp2p is the ultimate Web3.0 library of choice for decentralised process addressing. In this module, you will hear about all of libp2p’s modular and composable building blocks for P2P networking, which include:
- Transport protocols, pubsub protocols and multiplexers
- Secure channels and NAT Traversal
- Peer discovery, content- and peer-routing
Embedded Android System Development - Part II talks about Hardware Abstraction Layer (HAL). HAL is an interfacing layer through which Android service can place a request to device. Uses functions provided by Linux system to service the request from android framework. A C/C++ layer with purely vendor specific implementation. Packaged into modules (.so) file & loaded by Android system at appropriate time
This document provides an overview of pointers in C programming. It discusses seven rules for pointers, including that pointers are integer variables that store memory addresses, how to dereference and reference pointers, NULL pointers, and arithmetic operations on pointers. It also covers dynamic memory allocation using malloc, calloc, realloc, and free and different approaches to 2D arrays. Finally, it discusses function pointers and their uses, including as callback functions.
This is the last slide of advancedC - Advanced C part 3. In the previous slides we learnt all the fundamentals that is required to learnt Advanced C. In this last slide of Advanced C you will be learning about Multilevel pointers, Command line argument, different kinds of functions, and also you will gain deep knowledge on pre processor and user defined data types. This will help you to improve your knowledge in Advanced C
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
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 presents AMD's Ryzen PRO line of processors for commercial and enterprise users. It highlights key features of the Ryzen 7 PRO 1700, Ryzen 5 PRO 1600 and Ryzen 3 PRO 1300 including their core/thread counts, frequencies, cache sizes and TDPs. It also shows benchmark results demonstrating the Ryzen 7 PRO 1700 and Ryzen 5 PRO 1600 outperforming competing Intel Core i7 and Core i5 processors in various multi-threaded workloads by up to 116%. Additionally, it outlines the Ryzen PRO processors' security features, manageability and commercial support.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Optimizing HDRP with NVIDIA Nsight Graphics – Unite Copenhagen 2019Unity Technologies
Unity's High Definition Render Pipeline (HDRP) makes it possible for developers to unleash their application's full potential using a custom renderer. With this great power, comes great responsibility; more than ever you need to ensure that your application maintains optimal performance so your users can have the best experience possible. These slides look at using NVIDIA Nsight Graphics to profile and optimize your application to achieve peak performance. See how GPU Trace can help you visualize performance metrics to fully utilize your GPU; and how the brand new Shader Profile can help you to optimize your new HDRP shaders.
This session also showed how to utilize advanced features like the Acceleration Structure Viewer to debug your real-time ray tracing (DXR) application.
Speaker: Aurelio Reis – NVIDIA
Watch the session on YouTube: https://youtu.be/l_LiE1vAFhM
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.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document summarizes Mark Kilgard's presentation on NVIDIA's OpenGL support in 2017. It discusses key points including the announcement of OpenGL 4.6 with SPIR-V support, NVIDIA's OpenGL driver updates, and recent advancements in OpenGL such as new extensions in 2014-2016 and the introduction of OpenGL 4.6 which bundles several new extensions. It also provides an overview of NVIDIA's leverage of the OpenGL codebase and shading compiler across multiple APIs.
Optimizing Direct X On Multi Core Architecturespsteinb
This slide set covers best practices in designing threaded rendering in PC games. Examples of current PC titles will be used throughout the talk to highlight the various points.
The document discusses optimizing DirectCompute for graphics processing units (GPUs). It introduces DirectCompute as an API for general purpose GPU programming and explains how it maps better than traditional graphics APIs to the architecture of GPUs like AMD's GCN. Key optimization techniques covered include choosing a thread group size that is a multiple of 64 threads to fully utilize the SIMD hardware, and using thread group shared memory to improve data access speeds compared to off-chip memory. Bank conflicts in shared memory access are also discussed as something to avoid for best performance.
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio Owen Wu
The document discusses Mali GPU architecture and Arm Mobile Studio. It provides details on Mali GPU components like Bifrost shader cores and tile-based rendering. It also describes features such as index-driven vertex shading, forward pixel kill, and efficient render passes. The document concludes with an overview of the Arm Mobile Studio tools for profiling GPU and CPU performance on mobile devices.
This document discusses troubleshooting mobile phone call issues on an Android device. It begins by describing the normal phone call process and current issues with only hearing noise. The author then takes steps to confirm the hardware design, quickly set up the phone call subsystem, and address new challenges. Key actions include analyzing the PCM format, adding capacitors, and testing that changes resolve click noise when using a new modem.
Memory Management in TIZEN - Samsung SW Platform TeamRyo Jin
This document discusses memory management in the Tizen kernel. It provides an overview of key components used for memory management including the Graphics Execution Manager (GEM) for graphics memory allocation and sharing, the Video for Linux Two (V4L2) and Video Buffer API Version 2 (VB2) for multimedia devices, and the Universal Memory Management (UMM) subsystem for buffer sharing across components without copying. The document also presents a simplified scenario demonstrating how these components could work together to share buffers for merging and displaying a camera video stream and overlay graphics.
Kernel Recipes 2015: Anatomy of an atomic KMS driverAnne Nicolas
The DRM and KMS APIs have won in the Linux graphics ecosystem. Long gone are the days when KMS meant only a handful of desktop graphics drivers. As a side effect, new problems have been uncovered, and API extensions are being designed to address advanced use cases. Atomic updates is the latest significant of such extensions.
While the userspace API extension is simple, a lot of work went under the hood and the in-kernel KMS helpers went through major changes that are not trivial to implement in drivers. This talk will present KMS atomic updates and explain how to update KMS drivers to take advantage of the new API, using the Renesas rcar-du-drm driver as an example.
Laurent Pinchart, Ideas on Board
This article contains information about performance optimization of Unity3D games for android. Different solutions provided both for CPU and GPU. Also here you can find methodology which will help you to detect performance problems, analyze them and perform appropriate optimization.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
[TGDF 2019] Mali GPU Architecture and Mobile StudioOwen Wu
This document provides an overview of Arm's Mobile Studio tools for optimizing graphics and application performance. It describes the GPU architecture of Mali GPUs and concepts like tile-based rendering and render passes. It then introduces the tools in Mobile Studio - Streamline for profiling, Graphics Analyzer for debugging graphics, the Offline Shader Compiler, and Performance Advisor (currently in beta).
Mastering Multiplayer Stage3d and AIR game development for mobile devicesJean-Philippe Doiron
Video Presentation : http://tv.adobe.com/watch/max-2013/mastering-multiplayer-stage3d-and-air-game-development-for-mobile-devices/
• The use of Stage3D across web and mobile deployments (with Adobe AIR) .
• The challenges encountered when attempting to maintain high-performance specifications on mobile devices .
• Being agile in a pre production game development
• We'll show how we have jump our of the predefined sandbox to develop creative solution on well known problem.
HKG15-407: EME implementation in Chromium: Linaro Clear Key Linaro
HKG15-407: EME implementation in Chromium: Linaro Clear Key
---------------------------------------------------
Speaker: Matt Snoby
Date: February 12, 2015
---------------------------------------------------
★ Session Summary ★
An example of a key system from a Clear Key point of view. Linaro implemented a sample CDM plugin for Chromium capable to exercise the EME implementation of the browser. The presentation gives an insight to the EME/CDM implementation in Chromium and the guidelines to integrating various DRM systems. We will present call flows with example classes, experiences learned, and example of things to watch out for.
--------------------------------------------------
★ Resources ★
Pathable: https://hkg15.pathable.com/meetings/250835
Video: https://www.youtube.com/watch?v=dJqCbTfKrMk
Etherpad: http://pad.linaro.org/p/hkg15-407
Also see: http://www.slideshare.net/linaroorg/hkg15407-eme-implementation-in-chromium-linaro-clear-key
---------------------------------------------------
★ Event Details ★
Linaro Connect Hong Kong 2015 - #HKG15
February 9-13th, 2015
Regal Airport Hotel Hong Kong Airport
---------------------------------------------------
http://www.linaro.org
http://connect.linaro.org
[2007 CodeEngn Conference 01] dual5651 - Windows 커널단의 후킹GangSeok Lee
This document contains information about various techniques for hooking functions in the Windows kernel, including kernel hooks, SSDT hooking, IDT hooking, one-byte hooking, and blind hooking using debug registers. It discusses the motivations, concepts, and demonstrations of each technique. The document also contains information on kernel structures like EPROCESS, ETHREAD, KPCR, TEB, and PEB. It provides code samples and explanations for techniques like modifying the SSDT, hooking interrupts, and using debug registers to dynamically hook functions without directly patching memory or tables.
This document provides resources and information about Minko SDKs. It lists various resources available for Minko, including documentation, forums, code samples, and more. It then describes the Community SDK as being free and open source, while the Professional SDK offers advanced features. The document goes on to cover scripting with Minko, using controllers and scripts to add interactivity. It also discusses using shaders with Minko's ActionScript shader language. Finally, it mentions the WYSIWYG scene editor for building scenes and importing file formats.
BKK16-302: Android Optimizing Compiler: New Member Assimilation GuideLinaro
A tour of essential topics for working on the Android Optimizing Compiler, with a special emphasis on helping new engineers integrate and hit the ground running. Learn how to work on intrinsics, instruction simplification, platform specific optimizations, how to submit good patches, write Checker tests, analyse IR, take boot.oat measurements, and debug performance and execution issues with Streamline and GDB.
Introduction to Mobile Game Programming with Cocos2d-JSTroy Miles
This document discusses an introductory presentation on mobile game programming with Cocos2d-JS. It provides an overview of the speaker's background and experience, outlines the agenda which includes an introduction to Cocos2d-JS, setting up the environment, terminology, workflow, looking at a sample game, audio, tools, ads and publishing. It also discusses platforms supported, prerequisites, installation, common commands, game development parts and terminology, the coordinate system, debugging and promoting games.
The document summarizes sessions from the 2015 Game Developers Conference (GDC) related to high-end graphics. It provides details on sessions focused on specific AAA titles like Sunset Overdrive, Far Cry 4, Destiny, and Assassin's Creed Unity. It also discusses sessions on new graphics technologies like DirectX 12 and Vulkan. Additional sessions covered topics such as virtual reality, game engines, middleware, and techniques from developers like Naughty Dog and Insomniac Games.
The lecture by Norman Feske for Summer Systems School'12.
Genode Components
SSS'12 - Education event, organized by ksys labs[1] in 2012, for students interested in system software development and information security.
Genode[2] - The Genode operating-system framework provides a uniform API for applications on top of 8 existing microkernels/hypervisors: Linux, L4ka::Pistachio, L4/Fiasco, OKL4, NOVA, Fiasco.OC, Codezero, and a custom kernel for the MicroBlaze architecture.
1. http://ksyslabs.org/
2. http://genode.org
This document provides an overview of kernel debugging on Solaris systems using the modular debugger Mdb and dynamic tracing framework DTrace. It discusses debugging live kernels with Mdb, analyzing system crash dumps with Mdb, and using DTrace to monitor the kernel at runtime by enabling probes published by different providers. The document outlines the key tools, techniques, and challenges involved in kernel debugging and crash analysis on Solaris.
The document discusses retooling offensive techniques in .NET for red teams. It proposes building modular code blocks and dynamic payloads that can be retooled on live systems to avoid detection. This involves leveraging existing system facilities and compiling code dynamically and in-memory using techniques like CodeDOM. The goals are to recon under the radar for longer, deliver payloads without being detected, and quickly retool for unknown systems. It explores options for live retooling like PowerShell, WMI, managed code, and COM/unmanaged code. The document also discusses building a managed execution toolkit called Typhoon CSaw that uses these techniques to achieve dynamic compilation, a REPL environment, removal of artifacts, and improved inter
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2022/06/programming-vision-pipelines-on-amds-ai-engines-a-presentation-from-amd/
Kristof Denolf, Principal Engineer, and Bader Alam, Director of Software Engineering, both of AMD, present the “Programming Vision Pipelines on AMD’s AI Engines” tutorial at the May 2022 Embedded Vision Summit.
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A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
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Odoo ERP software
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This blog presents a detailed overview of the features available within the Odoo 17 Community edition, and the differences between Odoo 17 community and enterprise editions, aiming to equip you with the necessary information to make an informed decision about its suitability for your business.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
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DDS Security Version 1.2 was adopted in 2024. This revision strengthens support for long runnings systems adding new cryptographic algorithms, certificate revocation, and hardness against DoS attacks.
Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
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Introducing Crescat - Event Management Software for Venues, Festivals and Eve...Crescat
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Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
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6. History of DOOM
Series of FPS games developed by id
Software
— Started in 1992 by John Carmack
developing the Doom Engine
— Rise of the term "Game Engine"
— Unparalleled 3D graphics features at
the time
— Stereo sound
DOOM Technical Review 6
61. Code review
DOOM 3 (2004) source code
— Released in 2011
— Contanins idTech 4
— Does not contain the game data
— C with Classes
— No Exceptions
— No Refrences, uses pointers
— Minimal usage of templates
DOOM Technical Review 61
62. Code review
I spent a bit of time going through the Doom3
source code. It’s probably the cleanest and
nicest looking code I’ve ever seen.
It’s magic. When we explore the Doom3 source
code, we can’t say: WOW it’s beautiful!
DOOM Technical Review 62
64. Code review
— Doom3.exe startup
— Loads the game DLL in its process
memory space via LoadLibrary
— Get the address of GetGameAPI in the
game dll using win32's GetProcAddress
— Call GetGameAPI
gameExport_t * GetGameAPI_t( gameImport_t *import );
DOOM Technical Review 64
65. Code review
— Doom3.exe view on game DLL
typedef struct {
int version; // API version
idGame * game; // interface to run the game
idGameEdit * gameEdit; // interface for in-game editing
} gameExport_t;
DOOM Technical Review 65
66. Code review
— Game DLL view on Doom3.exe
typedef struct {
int version; // API version
idSys * sys; // non-portable system services
idCommon * common; // common
idCmdSystem * cmdSystem // console command system
idCVarSystem * cvarSystem; // console variable system
idFileSystem * fileSystem; // file system
idNetworkSystem * networkSystem; // network system
idRenderSystem * renderSystem; // render system
idSoundSystem * soundSystem; // sound system
idRenderModelManager * renderModelManager; // render model manager
idUserInterfaceManager * uiManager; // user interface manager
idDeclManager * declManager; // declaration manager
idAASFileManager * AASFileManager; // AAS file manager
idCollisionModelManager * collisionModelManager; // collision model manager
} gameImport_t;
DOOM Technical Review 66
67. Code review
— First usage of C++ in idTech
— OO and v-funcs are used, but optimised
using tricks
idCommonLocal commonLocal; // Implementation
idCommon * common = &commonLocal; // Interface
— Templates are only used in low level
utility classes (mainly idLib)
DOOM Technical Review 67
68. Code review
— Main loop (1/2)
idCommonLocal commonLocal; // OS Specialized object
idCommon * common = &commonLocal; // Interface pointer (since Init is OS dependent it is an abstract method
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 ); //Min = 201,326,592 Max = 1,073,741,824
Sys_CreateConsole();
// Since the engine is multi-threaded mutexes are initialized here: One mutex per "critical" (concurrent execution) section of code.
for (int i = 0; i < MAX_CRITICAL_SECTIONS; i++ ) {
InitializeCriticalSection( &win32.criticalSections[i] );
}
common->Init( 0, NULL, lpCmdLine ); // Assess how much VRAM is available (not done via OpenGL but OS call)
Sys_StartAsyncThread(){ // The next look runs is a separate thread.
while ( 1 ){
usleep( 16666 ); // Run at 60Hz
common->Async(); // Do the job
Sys_TriggerEvent( TRIGGER_EVENT_ONE ); // Unlock other thread waiting for inputs
pthread_testcancel(); // Check if we have been cancelled by the main thread (on shutdown).
}
}
Sys_ShowConsole
...
DOOM Technical Review 68
69. Code review
— Main loop (2/2)
...
while( 1 ){
Win_Frame(); // Show or hide the console
common->Frame(){
session->Frame() // Game logic
{
for (int i = 0 ; i < gameTicsToRun ; i++ )
RunGameTic(){
game->RunFrame( &cmd ); // From this point execution jumps in the GameX86.dll address space.
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() )
ent->GetPhysics()->UpdateTime( time ); // let entities think
}
}
session->UpdateScreen( false ); // normal, in-sequence screen update
{
renderSystem->BeginFrame
idGame::Draw // Renderer front-end. Doesn't actually communicate with the GPU !!
renderSystem->EndFrame
R_IssueRenderCommands // Renderer back-end. Issue GPU optimized commands to the GPU.
}
}
}
}
DOOM Technical Review 69
71. Code review
— Renderer
1. Frontend generates intermediate
world representation and light-entity
interaction table
2. Backend issues GL draw calls
3. GPU executes the commands recieved
from the driver
DOOM Technical Review 71
72. Code review
Some interesting choices (1 / 5)
— idClass as a common class
— Provides :
— Instance creation
— Type info management
— event management
DOOM Technical Review 72
74. Code review
Some interesting choices (3 / 5)
— Main code is highly decoupled from the
GUI code
— Again not-so-common practice
— Means that only GUI programmers
have to care about MFC
DOOM Technical Review 74
75. Code review
Some interesting choices (4 / 5)
— Very good utility library idlib
— Provides utilities to treat strings,
containers, and memory
— Crucial to develop high quality C++
code efficiently
DOOM Technical Review 75
76. Code review
Some interesting choices (5 / 5)
— KISS philosophy
— A good example is id's compiler
implementation
— Just works
DOOM Technical Review 76
78. Parallelism
— idTech 4
— Decoupled renderer (Frontend and
Backend)
— Async handling of frame-rate
independent subsystems (e.g., input
and Sound)
DOOM Technical Review 78
79. Parallelism
— idTech 5: Job system
— Simplicity key to scalability
— Job has well defined input and output
— Independent stateless, no stalls,
always completes
— Jobs added to job lists, multiple fully
independent job lists
— Not GP-GPU ready at the time
DOOM Technical Review 79
85. Megatextures
— Key to achieve their unique art style in
vast environments
DOOM Technical Review 85
86. Megatextures
— Key to achieve their unique art style in
vast environments
DOOM Technical Review 86
87. Megatextures
— Purpose : Use textures much bigger than
V-RAM
— Key idea : use indirection in texture
access
— Similar to virtual memory addressing
— Solution : Dynamically load and keep
parts of the texture that are currently in-
use
DOOM Technical Review 87
96. Megatextures
— Implementation
— Uses a custom texture compressor
— Runtime transcoder generates blocks
of 40kB DXT texture data from
typically 2-6kB compressed data
— Runs in parallel to texture updates on
platforms that can directly write
texture memory
DOOM Technical Review 96
98. id So!ware programming principles
Warnings!
1. These guidelines are written by John
Romero...
Romero wants an empire, I just want to
create good programs.
— John Carmack
2. They worked in the 90s, some will sound
insane in today's standards
DOOM Technical Review 98
99. id So!ware programming principles
1 / 9
— No prototypes – always maintain
constantly shippable code.
— Polish as you go.
DOOM Technical Review 99
100. id So!ware programming principles
2 / 9
— It’s incredibly important that your game
can always be run by your team.
— Bulletproof your engine by providing
defaults upon load failure.
DOOM Technical Review 100
101. id So!ware programming principles
3 / 9
— Keep your code absolutely simple.
— Keep looking at your functions and figure
out how you can simplify further.
DOOM Technical Review 101
102. id So!ware programming principles
4 / 9
— Great tools help make great games.
— Spend as much time on tools as
possible.
DOOM Technical Review 102
103. id So!ware programming principles
5 / 9
— Use a superior development system than
your target to develop your game.
DOOM Technical Review 103
104. id So!ware programming principles
6 / 9
— Write your code for this game only, not
for a future game.
— You’re going to be writing new code later
because you’ll be smarter.
DOOM Technical Review 104
105. id So!ware programming principles
7 / 9
— Encapsulate functionality to ensure
design consistency.
— This minimizes mistakes and saves
design time.
DOOM Technical Review 105
106. id So!ware programming principles
8 / 9
— Try to code transparently.
— Tell your lead and peers exactly how you
are going to solve your current task.
DOOM Technical Review 106
107. id So!ware programming principles
9 / 9
— Programming is a creative art form based
in logic.
— Every programmer is different.
DOOM Technical Review 107
108. Further readings
1. DOOM source code releases
2. Masters of DOOM
3. Game Engine Architecture
DOOM Technical Review 108