This document discusses new graphics APIs like DX12 and Vulkan that aim to provide lower overhead and more direct hardware access compared to earlier APIs. It covers topics like increased parallelism, explicit memory management using descriptor sets and pipelines, and best practices like batching draw calls and using multiple asynchronous queues. Overall, the new APIs allow more explicit control over GPU hardware for improved performance but require following optimization best practices around areas like parallelism, memory usage, and command batching.
NVIDIA OpenGL and Vulkan Support for 2017Mark Kilgard
Learn how NVIDIA continues improving both Vulkan and OpenGL for cross-platform graphics and compute development. This high-level talk is intended for anyone wanting to understand the state of Vulkan and OpenGL in 2017 on NVIDIA GPUs. For OpenGL, the latest standard update maintains the compatibility and feature-richness you expect. For Vulkan, NVIDIA has enabled the latest NVIDIA GPU hardware features and now provides explicit support for multiple GPUs. And for either API, NVIDIA's SDKs and Nsight tools help you develop and debug your application faster.
NVIDIA booth theater presentation at SIGGRAPH in Los Angeles, August 1, 2017.
http://www.nvidia.com/object/siggraph2017-schedule.html?id=sig1732
Get your SIGGRAPH driver release with OpenGL 4.6 and the latest Vulkan functionality from
https://developer.nvidia.com/opengl-driver
Siggraph 2016 - Vulkan and nvidia : the essentialsTristan Lorach
This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware
This presentation demonstrates how to efficiently manage GPU buffers using today's APIs. It describes why buffer management is so important, and how inefficient buffer management can cut frame rates in half. Finally, it demonstrates a couple of new techniques; the first being discard-free circular buffers and the second transient buffers.
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
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.
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 goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
NVIDIA OpenGL and Vulkan Support for 2017Mark Kilgard
Learn how NVIDIA continues improving both Vulkan and OpenGL for cross-platform graphics and compute development. This high-level talk is intended for anyone wanting to understand the state of Vulkan and OpenGL in 2017 on NVIDIA GPUs. For OpenGL, the latest standard update maintains the compatibility and feature-richness you expect. For Vulkan, NVIDIA has enabled the latest NVIDIA GPU hardware features and now provides explicit support for multiple GPUs. And for either API, NVIDIA's SDKs and Nsight tools help you develop and debug your application faster.
NVIDIA booth theater presentation at SIGGRAPH in Los Angeles, August 1, 2017.
http://www.nvidia.com/object/siggraph2017-schedule.html?id=sig1732
Get your SIGGRAPH driver release with OpenGL 4.6 and the latest Vulkan functionality from
https://developer.nvidia.com/opengl-driver
Siggraph 2016 - Vulkan and nvidia : the essentialsTristan Lorach
This presentation introduces Vulkan components, what you must know to start using this new API. And what you must know when using it on NVIDIA hardware
This presentation demonstrates how to efficiently manage GPU buffers using today's APIs. It describes why buffer management is so important, and how inefficient buffer management can cut frame rates in half. Finally, it demonstrates a couple of new techniques; the first being discard-free circular buffers and the second transient buffers.
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
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.
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 goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
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.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
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.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
Android graphic system (SurfaceFlinger) : Design Pattern's perspectiveBin Chen
SurfaceFlinger is a vital system service in Android system, responsible for the composting all the application and system layer and displaying them. In this slide,we looked in detail how surfaceFlinger was designed from Design Pattern's perspective.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
AMD’s math libraries can support a range of programmers from hobbyists to ninja programmers. Kent Knox from AMD’s library team introduces you to OpenCL libraries for linear algebra, FFT, and BLAS, and shows you how to leverage the speed of OpenCL through the use of these libraries.
Review the material presented in the AMD Math libraries webinar in this deck.
For more:
Visit the AMD Developer Forums:http://devgurus.amd.com/welcome
Watch the replay: www.youtube.com/user/AMDDevCentral
Follow us on Twitter: https://twitter.com/AMDDevCentral
This presentation accompanies the webinar replay located here: http://bit.ly/1zmvlkL
AMD Media SDK Software Architect Mikhail Mironov shows you how to leverage an AMD platform for multimedia processing using the new Media Software Development Kit. He discusses how to use a new set of C++ interfaces for easy access to AMD hardware blocks, and shows you how to leverage the Media SDK in the development of video conferencing, wireless display, remote desktop, video editing, transcoding, and more.
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
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.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
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.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
Android graphic system (SurfaceFlinger) : Design Pattern's perspectiveBin Chen
SurfaceFlinger is a vital system service in Android system, responsible for the composting all the application and system layer and displaying them. In this slide,we looked in detail how surfaceFlinger was designed from Design Pattern's perspective.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
AMD’s math libraries can support a range of programmers from hobbyists to ninja programmers. Kent Knox from AMD’s library team introduces you to OpenCL libraries for linear algebra, FFT, and BLAS, and shows you how to leverage the speed of OpenCL through the use of these libraries.
Review the material presented in the AMD Math libraries webinar in this deck.
For more:
Visit the AMD Developer Forums:http://devgurus.amd.com/welcome
Watch the replay: www.youtube.com/user/AMDDevCentral
Follow us on Twitter: https://twitter.com/AMDDevCentral
This presentation accompanies the webinar replay located here: http://bit.ly/1zmvlkL
AMD Media SDK Software Architect Mikhail Mironov shows you how to leverage an AMD platform for multimedia processing using the new Media Software Development Kit. He discusses how to use a new set of C++ interfaces for easy access to AMD hardware blocks, and shows you how to leverage the Media SDK in the development of video conferencing, wireless display, remote desktop, video editing, transcoding, and more.
This is the slide deck from the popular "Introduction to Node.js" webinar with AMD and DevelopIntelligence, presented by Joshua McNeese. Watch our AMD Developer Central YouTube channel for the replay at https://www.youtube.com/user/AMDDevCentral.
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAMD Developer Central
This deck presents highlights from the Introduction to OpenCL™ Programming Webinar presented by Acceleware & AMD on Sept. 17, 2014. Watch a replay of this popular webinar on the AMD Dev Central YouTube channel here: https://www.youtube.com/user/AMDDevCentral or here for the direct link: http://bit.ly/1r3DgfF
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...AMD Developer Central
This presentation discusses the Mantle API, what it is, why choose it, and abstraction level, small batch performance and platform efficiency.
Download the presentation from the AMD Developer website here: http://bit.ly/TrEUeC
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...AMD Developer Central
Keynote, Developers: The Heart of AMD Innovation, by Dr. Lisa Su, Senior VP and GM, Global Business Units, AMD, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
HC-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael W...AMD Developer Central
Presentation Hc-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael Wootton at the AMD Developer Summit (APU13) November 11-13, 2013.
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...AMD Developer Central
Oxide Games Partners Dan Baker and Tim Kipp will show you how to build a high throughput renderer using the Mantle API in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Solving Visibility and Streaming in the The Witcher 3: Wild Hunt with Umbra 3Umbra
By Jasin Bushnaief and Przemyslaw Czatrowski (engine programmer, CD Projekt RED)
This talk will detail how the Umbra 3 Visibility System is being used and accomodated in the REDengine 3 that powers The Witcher 3: Wild Hunt. Umbra's automated occlusion culling system makes sure only the objects seen by the camera are rendered. Middleware has been an important design consideration in building the state of the art REDengine 3. Engineers from Umbra Software and CD Projekt RED offer views from both sides as to how an engine and middleware should work together and their experiences in developing systems in collaboration. We will discuss and show the REDengine's various visibility-related features. Umbra's visibility system automatically generates occluders and removes the need for manual markup. The size of the world in The Witcher 3 makes using manually placed occluders impossible. Umbra was required to develop new streaming and an LOD system for its visibility software to meet the game's needs which we will discuss in our talk. The talk will contain information and examples of how Umbra was integrated into the engine's world editor and runtime, how it fits into the workflow and the performance budget, the challenges presented in creating a huge streaming open world game and an honest look in what went right and could be done better in the future.
Presentation from DICE Coder's Day (2010 November) by Johan Torp:
This talk is about making object-oriented code more cache-friendly and how we can incrementally move towards parallelizable data-oriented designs. Filled with production code examples from Frostbite’s pathfinding implementation.
Storage Spaces Direct - the new Microsoft SDS star - Carsten RachfahlITCamp
Storage Spaces Direct will provide new unseen possibilities for Microsoft Hypervisor Hyper-V. These are on one hand a high performant, high available Scale-Out Fileserver with the possibility to use internal not shared disks like SATA HDDs and SSDs and even NVMe Devices. On the other hand, you can build a Hyper-converged Hyper-V Cluster where the VMs and their Storage are running on the same Servers. And let’s not forget Azure Stack! The first version of Microsoft Private/Hosted Cloud solution will only be supported on the hyper-converged S2D infrastructure. Join this session to learn about this great new technology that will have its role in the future Private and Hosted Cloud infrastructure implementations.
Accelerating HBase with NVMe and Bucket CacheNicolas Poggi
on-Volatile-Memory express (NVMe) standard promises and order of magnitude faster storage than regular SSDs, while at the same time being more economical than regular RAM on TB/$. This talk evaluates the use cases and benefits of NVMe drives for its use in Big Data clusters with HBase and Hadoop HDFS.
First, we benchmark the different drives using system level tools (FIO) to get maximum expected values for each different device type and set expectations. Second, we explore the different options and use cases of HBase storage and benchmark the different setups. And finally, we evaluate the speedups obtained by the NVMe technology for the different Big Data use cases from the YCSB benchmark.
In summary, while the NVMe drives show up to 8x speedup in best case scenarios, testing the cost-efficiency of new device technologies is not straightforward in Big Data, where we need to overcome system level caching to measure the maximum benefits.
In-memory processing has started to become the norm in large scale data handling. This is aclose to the metal analysis of highly important but often neglected aspects of memory accesstimes and how it impacts big data and NoSQL technologies.We cover aspects such as the TLB, the Transparent Huge Pages, the QPI Link, Hyperthreading and the impact of virtualization on high-memory footprint applications. We present benchmarks of various technologies ranging from Cloudera’s Impala to Couchbase and how they are impacted by the underlying hardware.The key takeaway is a better understanding of how to size a cluster, how to choose a cloud provider and an instance type for big data and NoSQL workloads and why not every core or GB of RAM is created equal.
Presentation for IGDCloud meetup: The clouds arena AWS ver. othersForthscale
Cloud solutions power millions of companies worldwide. Market leader, Amazon Web Services, is challenged by new, aggressive players and consumers benefit from additional offerings, more computing power and even more flexible pricing.
Knowledge is power, so learn what is the right solution for your business on every stage. Get independent data and benchmarks of Softlayer, GoGrid, Rackspace, Linode and ProfitBricks.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/luxoft/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Alexey Rybakov, Senior Director at LUXOFT, presents the "Making Computer Vision Software Run Fast on Your Embedded Platform" tutorial at the May 2016 Embedded Vision Summit.
Many computer vision algorithms perform well on desktop class systems, but struggle on resource constrained embedded platforms. This how-to talk provides a comprehensive overview of various optimization methods that make vision software run fast on low power, small footprint hardware that is widely used in automotive, surveillance, and mobile devices. The presentation explores practical aspects of deep algorithm and software optimization such as thinning of input data, using dynamic regions of interest, mastering data pipelines and memory access, overcoming compiler inefficiencies, and more.
Caches are used in many layers of applications that we develop today, holding data inside or outside of your runtime environment, or even distributed across multiple platforms in data fabrics. However, considerable performance gains can often be realized by configuring the deployment platform/environment and coding your application to take advantage of the properties of CPU caches.
In this talk, we will explore what CPU caches are, how they work and how to measure your JVM-based application data usage to utilize them for maximum efficiency. We will discuss the future of CPU caches in a many-core world, as well as advancements that will soon arrive such as HP's Memristor.
Accelerating hbase with nvme and bucket cacheDavid Grier
This set of slides describes some initial experiments which we have designed for discovering improvements for performance in Hadoop technologies using NVMe technology
Best Practices & Performance Tuning - OpenStack Cloud Storage with Ceph - In this presentation, we discuss best practices and performance tuning for OpenStack cloud storage with Ceph to achieve high availability, durability, reliability and scalability at any point of time. Also discuss best practices for failure domain, recovery, rebalancing, backfilling, scrubbing, deep-scrubbing and operations
A Dataflow Processing Chip for Training Deep Neural Networksinside-BigData.com
In this deck from the Hot Chips conference, Chris Nicol from Wave Computing presents: A Dataflow Processing Chip for Training Deep Neural Networks.
Watch the video: https://wp.me/p3RLHQ-k6W
Learn more: https://wavecomp.ai/
and
http://www.hotchips.org/
Sign up for our insideHPC Newsletter: http://insidehpc.com/newsletter
Performance Evaluation and Comparison of Service-based Image Processing based...Matthias Trapp
Presentation of Research Paper "Performance Evaluation and Comparison of Service-based Image Processing based on Software Rendering" at 27. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG 2019) in Plzen, Czech Republic.
Как построить видеоплатформу на 200 Гбитс / Ольховченков Вячеслав (Integros)Ontico
Как грамотная архитектура и правильное планирование запросов позволяет небольшим количеством серверов достичь высокой производительности при раздаче видеоконтента.
В докладе будет рассказано об опыте развития проекта видеоплатформы, о проблемах, которые возникли на пути, и как нам удается раздавать 200 Гбит меньше чем 10 серверами.
Тезисы - http://www.highload.ru/2015/abstracts/1872.html
Cassandra Summit 2014: Deploying Cassandra for Call of DutyDataStax Academy
Presenters: Seán O Sullivan, Service Reliability Engineer & Tim Czerniak, Software Engineer at Demonware
This presentation covers the eight-month evaluation process we underwent to migrate some of Call of Duty’s core services from MySQL to Cassandra. We will outline our requirements, the process we followed for the evaluation, decisions we made around our schema, configuration and hardware, and some issues we encountered.
Updated version of my talk about Hadoop 3.0 with the newest community updates.
Talk given at the codecentric Meetup Berlin on 31.08.2017 and on Data2Day Meetup on 28.09.2017 in Heidelberg.
Right-Sizing your SQL Server Virtual Machineheraflux
Virtualizing your top-tier production SQL Servers is not as easy as P2V’ing it. Sometimes allocating more resources to the VM is the wrong approach, and getting it wrong will silently hurt performance. What is the most effective method for determining the ‘right’ amount of resources to allocate? What happens if the workload changes a month from now?
The methods for understanding the performance of your mission-critical SQL Servers gathered over the past ten years of SQL Server virtualization will be addressed, and valuable processes for performance statistic collection and analysis will be displayed. Come learn how to properly ‘right-size’ the resources allocated to a VM, improve the performance of your SQL Servers, and keep it maximized well into the future.
Similar to DX12 & Vulkan: Dawn of a New Generation of Graphics APIs (20)
Learn more about DirectGMA in this blog post: bit.ly/AMDDirectGMA
AMD has introduced Direct Graphics Memory Access in order to:
‒ Makes a portion of the GPU memory accessible to other devices
‒ Allows devices on the bus to write directly into this area of GPU memory
‒ Allows GPUs to write directly into the memory of remote devices on the bus supporting DirectGMA
‒ Provides a driver interface to allow 3rd party hardware vendors to support data exchange with an AMD GPU using DirectGMA
‒ and more
View the accompanying blog post here: bit.ly/AMDDirectGMA
This Webinar explores a variety of new and updated features in Java 8, and discuss how these changes can positively impact your day-to-day programming.
Watch the video replay here: http://bit.ly/1vStxKN
Your Webinar presenter, Marnie Knue, is an instructor for Develop Intelligence and has taught Sun & Oracle certified Java classes, RedHat JBoss administration, Spring, and Hibernate. Marnie also has spoken at JavaOne.
Inside XBox One by Martin Fuller from the Sweden Game Developers Conference, June 2, 2014, Stockholm, Sweden. View other presentations here: http://bit.ly/TrEUeC
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...AMD Developer Central
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Harris Gasparakis, AMD, at the Embedded Vision Alliance Summit, May 2014.
Harris Gasparakis, Ph.D., is AMD’s OpenCV manager. In addition to enhancing OpenCV with OpenCL acceleration, he is engaged in AMD’s Computer Vision strategic planning, ISVs, and AMD Ventures engagements, including technical leadership and oversight in the AMD Gesture product line. He holds a Ph.D. in theoretical high energy physics from YITP at SUNYSB. He is credited with enabling real-time volumetric visualization and analysis in Radiology Information Systems (Terarecon), including the first commercially available virtual colonoscopy system (Vital Images). He was responsible for cutting edge medical technology (Biosense Webster, Stereotaxis, Boston Scientific), incorporating image and signal processing with AI and robotic control.
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...AMD Developer Central
In this webinar presentation, ArrayFire COO Oded Green demonstrates best practices to help you quickly get started with OpenCL™ programming. Learn how to get the best performance from AMD hardware in various programming languages using ArrayFire. Oded discusses the latest advancements in the OpenCL™ ecosystem, including cutting edge OpenCL™ libraries such as clBLAS, clFFT, clMAGMA and ArrayFire. Examples are shown in real code for common application domains.
Watch the webinar here: http://bit.ly/1obT0M2
For more developer resources, visit:
http://arrayfire.com/
http://developer.amd.com/
Follow us on Twitter: https://twitter.com/AMDDevCentral
See info in the slides for more contact information and resource links!
Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14AMD Developer Central
Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
This AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21 explains how Mantle features can enable developers to improve both CPU and GPU performance in their titles. Also view this and other presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
A look at how new Direct3D advancements enhance efficiency and enable fully-threaded building of command buffers in this prentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...AMD Developer Central
Keynote presentation, The Role of Java in Heterogeneous Computing, and How You Can Help, by Nandini Ramani, VP, Java Platform, Oracle Corporation, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...AMD Developer Central
Keynote presentation, Is There Anything New in Heterogeneous Computing, by Mike Muller, Chief Technology Officer, ARM, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
5. • Allow multi-threaded command buffer recording
• Reduce workload of runtime/driver
• Reduce runtime validation
• Move work to init/load time (e.g. Pipeline setup)
• More explicit control over the hardware
• Reduce convenience functions
How to get GPU bound
• Optimize API usage (e.g. state caching & sorting)
• Batch, Batch, Batch!!!
• ~10k draw calls max
New APIs
6. Convenience function: Resource renaming
Examples:
• Backbuffer
• Dynamic vertex buffer
• Dynamic constant buffer
• Descriptor sets
• Command buffer
Frame N Frame N+1
Frame N
Frame N+1
Frame N
CPU:
GPU:
Res Lifetime:
Frame N+1
Track usage by End-Of-Frame-Fence
• Fences are expensive
• Use less than 10 fences per frame
Best practice for constant buffers:
• Use system memory (DX12: UPLOAD)
• Keep it mapped
7. Adopted by several developers & titles
• Developers are willing do the additional work
• Significant performance improvements in games
• Good ISVs don‘t need runtime validation
Only available on AMD GCN hardware
Needed standardization
2013: AMD Mantle
„Mantle is not for everyone“
8. • It‘s a „just the right level API“
• Support different HW configurations
• Discreet GPU vs. Integrated
• Shaders & command buffer are HW specific
• Support different HW generations
• Think about future hardware
• On PC, your title is never alone
2013: AMD Mantle
„Mantle is not a low level API “
9. Next Generation API features
DirectX12 & Vulkan share the Mantle philosophy:
• Minimize overhead
• Minimize runtime validation
• Allow multithreaded command buffer recording
• Provide low level memory management
• Support multiple asynchronous queues
• Provide explicit access to multiple devices
10. The big question: „How much performance will I
gain from porting my code to new APIs?“
No magic involved!
Depends on the current bottlenecks
Depends a lot on engine design
• Need to utilize new possibilities
• It might „just work“ (esp. if heavily CPU limited)
• Might need redesign of engine (and asset pipeline)
12. Particle Update
Post
Processing
Game Engine 1.0
(Designed around API commands)
DirectX 11 Runtime
(A lot of validation)
DirectX 11 Driver
(A lot of optimization)
Hardware
AOGI
Direct
access
DX12 Runtime
DX12 Driver
API Abstraction
Layer
Shadowmaps
Gbuffer
Lighting
And
Shading
Transparent
Object
Rendering
13. Particle Update
Game Engine 1.0
DirectX 11 Runtime
(A lot of validation)
DirectX 11 Driver
(A lot of convenience)
Hardware
AOGI
DX12 Runtime
DX12 Driver
Game Engine 2.0
Direct
access
Direct
access
DirectX 11 Runtime
(A lot of validation)
DirectX 11 Driver
Shadowmaps
Gbuffer
Lighting
And
Shading
Post
Processing
Transparent
Object
Rendering
15. CPU side multithreading
• Multi threaded command buffer building
• Submission to queue is not thread safe
• Split frame into macro render jobs
• Offload shader compilation from main thread
• Batch command buffer submission
• Don‘t stall during submit/present
16. Radeon Fury X Radeon Fury
Compute Units 64 56
Core 1050 Mhz 1000 Mhz
Memory size 4 GB 4 GB
Memory BW 512 GB/s 512 GB/s
ALU 8.6 TFlops 7.17 TFlops
64 CU
x 4 SIMD per CU
x 10 Wavefronts per SIMD
x 64 Threads per Wavefront
______________________
Up to 163840 threads
Batch, Batch, Batch!!!
GPU side multithreading
17. IA
VS
Rasterizer
PS
Output
GPU: Single graphics queue
Multiple commands can execute in parallel
• Pipeline (usually) must maintain pixel order
• Load balancing is the main problem
Culling
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N
Draw N
Draw N
Draw N
Draw N
Draw N
Draw N+2
Draw N+2
Draw N+2
Draw N+2
N+2 …
N+2 …
Time Query
18. • Indicate RaW/WaW Hazards
• Switch resource state between RO/RW/WO
• Decompress DepthStencil/RTs
• May cause a stall or cache flush
• Batch them!
• Split Barriers may help in the future
• Always execute them on the last queue that
wrote the resource
Most common cause for bugs!
Explicit Barriers & Transitions
19. IA
VS
Rasterizer
PS
Output
GPU: Barriers
• Hard to detect Barriers in DX11
• Explicit in DX12
Culling
Draw N
Draw N
Draw N
Draw N
Draw N
Draw N
Barrier
Draw N+2
Draw N+2
Draw N+2
Draw N+2
Draw N+2
Draw N+2
Time Query
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1Barrier
20. IA
VS
Rasterizer
PS
Output
GPU: Barriers
• Batch them!
• [DX12] In the future split barriers may help
Culling
Draw N
Draw N
Draw N
Draw N
Draw N
Draw N
Time Query
Draw N+2
Draw N+2
Draw N+2
Draw N+2
Draw N+2
Draw N+2DoubleBarrier
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1
Draw N+1
22. Graphics
Compute
Copy
Multiple Queues
• Let driver know about
independent workloads
• Each queue type a superset
• Multiple queues per type
• Specify type at record time
• Parallel execution
• Sync using fences
• Shared GPU resources
23. Multiple queues allow to specify tasks to execute in parallel
Schedule different bottlenecks together to improve efficiency
Asynchronous Compute
Bus dominated Shader throughput Geometry dominated
Shadow mapping
ROP heavy workloads
G buffer operations
DMA operations
- Texture upload
- Heap defrag
Deferred lighting
Postprocessing effects
Most compute tasks
- Texture compression
- Physics
- Simulations
Rendering highly detailed
models
24. DirectX 11 only supports one device
• CF/SLI support essentially a driver hack
• Increases latency
Explicit MGPU allows
• Split Frame Rendering
• Master/Slave configurations
• Split frame rendering
• 3D/VR rendering using 2 dGPUs
Explicit MGPU
26. Explicit Memory Management
• Control over heaps and residency
• Abstraction for different architectures
• VMM still exists
• Use Evict/MakeResident to page out
unused resources
• Avoid oversubscribing resident memory!
27. DEFAULT UPLOAD READBACK
Memory
Pool
Local (dGPU)
System(iGPU)
System System
CPU
Properties
No CPU access Write Combine Write Back
Usage Frequent GPU
Read/Write
Max GPU
Bandwidth
CPU Write Once,
GPU Read Once
Max CPU Write
Bandwidth
GPU Write Once,
CPU Read
Max CPU Read
Bandwidth
28. Explicit Memory Management
Rendertargets & UAVs
• Create in DEFAULT
Textures
• Write to UPLOAD
• Use copy queue to copy to DEFAULT
• Copy swizzles: required on iGPU!
Buffers (CB/VB/IB)
• Placement dependent on usage:
• Write once/Read once => UPLOAD
• Write once/Read many => Copy to DEFAULT
30. Don‘t over-allocate committed memory
• Share L1 with windows and other processes
• Don‘t allocate more than 80%
• Reduce memory footprint
• Use placed resources to reduce overhead
• Use reserved resources as PRT
Allocate most important resources first
Group resources used together in same heap
• Use MakeResident/Evict
Explicit Memory Management
32. Full pipeline optimization
● Simplifies optimization
Additional information at startup
● Shaders
● Raster states
● Static constants
Build a pipeline cache
● No pre-warming
Most engines not designed for
monolithic pipelines
IA
Pipeline
RS
DBCB
PS
GS
VS
DS
HS
State
State RTRT
IB
ResResResResResResResRes
ResResResResResResResRes
ResResResResResResResRes
RTDS
State
Descriptor
Set
Descriptor
Set
Descriptor
Set
Root
State
PipelineStateObjects
33. Old APIs:
• Single resource binding
• A lot of work for the driver to track, validate and
manage resource bindings
• Data management scripting language style
New APIs:
• Group resources in descriptor sets
• Pipelines contain „pointers“
• Data management C/C++ style
Descriptor Sets
34. Table driven
Shared across all shader stages
Two-level table
– Root Signature describes a top-level layout
• Pointers to descriptor tables
• Direct pointers to constant buffers
• Inline constants
Changing which table is pointed to is cheap
– It’s just writing a pointer
– no synchronisation cost
Changing contents of table is harder
– Can’t change table in flight on the
hardware
– No automatic renaming
Table
Pointer
Root
Signature
Root
Constant
Buffer
View
32-bit
constant
Table
pointer
Table
pointer
CB view
CB view
SR view
UA view
Descriptor
Table
SR viewSR view
SR view
SR view
Descriptor
Table
Table
pointer
Resource Binding
36. Use Shader and Pipeline cache
• Avoid duplication
Sort draw calls by PSO used
• Sort by Tessellation/GS enabled/disabled
Keep Root Descriptor small
• Group DescriptorSets by update pattern
Sort Root entries by frequency of update
• Most frequently changed entries first
PSO: Best Practices
37. Top 5 Performance Advice
#5. Avoid allocation/release at runtime
#4. Don‘t oversubscribe!
Manage your Memory efficiently
#3. Batch, Batch, Batch!
Group Barriers, group command buffer submissions
#2. Think Parallel!
On CPU as well as GPU
#1. Old optimization recommendations still apply