A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
GDC 2016 End-to-End Approach to Physically Based RenderingWes McDermott
Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render.
*Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
GDC 2016 End-to-End Approach to Physically Based RenderingWes McDermott
Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render.
*Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics.
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Talk by Johan Andersson (DICE/EA) in the Beyond Programmable Shading Course at SIGGRAPH 2012.
The other talks in the course can be found here: http://bps12.idav.ucdavis.edu/
In this technical presentation Johan Andersson shows 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. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
This presentation will give you an overview of the amazing visual effects software plugins (for 3ds Max ) that designers: architectural, game, films, engineering can avail to create complex structures and animations.
MAXON CINEMA 4D RELEASE 17 AVAILABLE NOW!
Powerful new features like the Take System, optimized motion tracking, completely reworked spline tools and connectivity to the Houdini Engine will be presented at the IBC 2015 in Amsterdam.
Friedrichsdorf, 2. September 2015: Today MAXON announces the immediate availability of Cinema 4D Release 17 (R17), the newest version of its leading 3D software solution for motion graphics, visual effects, visualization and rendering. With outstanding new features for modeling, sculpting, animation and rendering, this new release will help users achieve an even more efficient workflow. The new Take System offers functions above and beyond those of any conventional render layer system and the Houdini Engine connectivity, the versatile Color Chooser and updated import and export functions with new data exchange features all combine to dramatically increase production pipeline performance. Innovative sculpting functions, expanded motion tracking features and completely reworked spline tools enhance the design process for modeling, sculpting and animation for even better results.
You can find some of the greatest tools for 2D animation creation in this list. With the use of vector-based graphics and pixel art, gaming is the main focus. So why are you still waiting? Let’s move on with our best website designing company in Delhi. See our roundup of the finest animation software if you’re looking for something a little more challenging.
https://www.edtech.in/services/website-designing-development-company-delhi.htm
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
2. Modeling UV Mapping
Sculpting
Retopology
SUBSTANCE
B2M
Source Input
Textures - Scans
SUBSTANCE
PAINTER
Baking
SUBSTANCE
DESIGNER
Baking
Game Engine
3D Application
Bitmap
Substance
Material
Asset Creation Phase
Texturing Phase
SUBSTANCE TEXTURING PIPELINE OVERVIEW
3D/2D painting:
Props and characters
Node-based
pipeline tool
Substance Integration
• Unreal Engine
• Unity
• Lumberyard
• Marmoset Toolbag 2
• Maya
• 3ds Max
• MODO
• Cinema 4D
• iClone
• Fuse
Create material from single
source
Integrated bakingIntegrated baking
3. WHAT IS A SUBSTANCE MATERIAL?
A Substance is a set of dynamic textures that are used to describe
the attributes of a surface and are packaged into a lightweight and
versatile format.
Substances are shader agnostic and can be used in a wide-range of
applications and renders. The textures in a substance can be either
procedural, bitmap or a combination of both.
WHAT IS IT USED FOR?
A Substance is most commonly used to dramatically lower texture
size and thus ultimately the overall binary size of the game.
When comprised of only procedural textures, Substances weigh in at
only a few Kbs in size. They have the ability to create full materials
that can be regenerated to various resolutions.
Furthermore, textures in a Substance can be dynamic. Parameters,
created by the Substance artist, can be changed in a host application
through a simple user-interface. The parameters can randomize the
textures or even create new iterations such as adding snow to
ground. All of this without ever leaving the host application. The
Substance parameters can be accessed at runtime as well using
scripts in your game engine or animated in a 3D program using
keyframes.
SUBSTANCE
MATERIAL
Base color
Normal
Roughness
Ambient Occlusion
Substance Native
Integration
• Unreal Engine
• Unity
• Lumberyard
• Marmoset Toolbag 2
• Maya
• 3ds Max
• MODO
• Cinema 4D
• iClone
• Fuse
4. WHAT IS SUBSTANCE DESIGNER?
It is a node-based texture compositing tool that allows you to
create Substance materials or bitmap textures.
WHAT IS IT USED FOR?
Substance Designer is used to texture assets and also bake model
information (ex: normal, displacement, curvature etc.).
It contains a wide library of tools, materials and procedural effects
to help you achieve your goals in a fully non-destructive workflow.
It is best suited for texturing props and environment assets and
creating reusable templates. Typically, Substance Designer is
used by tech artists.
WHAT FORMATS DOES IT EXPORT?
Substance Designer can output a Substance Material that can be
used in a 3D app or game engine through the Substance plugin. It
also exports various bitmap formats It will auto-export bitmaps so
that any changes in the graph, will export the textures.
Artwork by Andreas Stromberg
5. WHAT IS SUBSTANCE PAINTER?
Substance Painter is a 3D Painting app with unique features and
workflow improvements to make the creation of textures for 3D
assets easier than ever. It is acknowledged as the most innovative
and user-friendly 3D Painter available.
WHAT IS IT USED FOR?
Substance Painter is used to texture assets and also bake model
information (ex: normal, displacement, curvature etc.).
Substance Painter allows you to paint full PBR materials across
several channels in 3D or 2D. It has a wide-array of painting tools
and allows you to work with alphas, stencils and project textures
onto the mesh. It also has an innovative particle brush system to
paint with particle simulations.
It is best suited for texturing props and character assets.
Substance Painter is an artist tool.
WHAT FORMATS DOES IT EXPORT?
Substance Painter exports various bitmap formats that can be
used in any game engine or application. The export utility allows
you to pack maps into channels using presets that are fully
configurable.
Artwork by David Connely
6. WHAT IS SUBSTANCE B2M?
Substance B2M is an incredibly powerful tool that helps you
generate full, seamlessly tiling materials from any bitmap image,
right within your favorite DCC tool & game engine. This includes
PBR (Physically-Based Rendering) channels, based on the most
accurate conversion algorithm available.
WHAT IS IT USED FOR?
Substance B2M is used to generate full PBR and non-PBR
materials from a single texture input. It can be used to extrapolate
normal and height images as well as create seamless textures.
WHAT FORMATS DOES IT EXPORT?
Substance B2M can export various bitmap formats from the
standalone application. You can also import B2M as a Substance
material into a 3D application or game engine and have full control
over the generated textures.
Source image
Substance B2M 3 in Unreal Engine 4
7. WHAT IS SUBSTANCE B2M?
Substance B2M is an incredibly powerful tool that helps you
generate full, seamlessly tiling materials from any bitmap image,
right within your favorite DCC tool & game engine. This includes
PBR (Physically-Based Rendering) channels, based on the most
accurate conversion algorithm available.
WHAT IS IT USED FOR?
Substance B2M is used to generate full PBR and non-PBR
materials from a single texture input. It can be used to extrapolate
normal and height images as well as create seamless textures.
WHAT FORMATS DOES IT EXPORT?
Substance B2M can export various bitmap formats from the
standalone application. You can also import B2M as a Substance
material into a 3D application or game engine and have full control
over the generated textures.
8. WHAT IS SUBSTANCE LIVE?
Substance Live is a unique rent-to-own system. It gives you freedom on how you
want to spend your money: our payment system allows you to pay monthly, and
lets you pause, resume or pay the remaining amount at any time, making you own
the licenses. You can also choose to make a single payment and still benefit from
the services!
HOW DOES IT WORK?
Substance Live is available as soon as you have the 3 software on your
Allegorithmic account.
New customers: purchase Substance Live either in one-time payment or monthly
payment.
Existing customers: Upgrade to Substance Live to own the whole Suite and benefit
from exclusive services.
WHAT DO I GET?
Substance Live Indie
$19.90 per month - $320 total
Includes
• Substance Designer
• Substance Painter
• Substance B2M
• Technology preview access
• Monthly Substance drop
Optional
• Premium support
Yearly revenue limited to $100K
Substance Live Pro
$64.90 per month - $990 total
Includes
• Substance Designer
• Substance Painter
• Substance B2M
• Technology preview access
• Monthly Substance drop
• Premium support
Yearly revenue limited to $1M