This document provides an overview of GPU programming with GPUImage and Metal frameworks. It discusses what a GPU is and how it enables parallel computing. It then covers shader basics and graphics programming options in iOS like UIKit, SpriteKit, OpenGL ES, and Metal. GPUImage is presented as an image processing framework that utilizes the GPU efficiently. Metal is introduced as a new low-level graphics framework that promises improved performance over OpenGL ES by reducing expensive CPU tasks. Examples are provided to demonstrate GPUImage and Metal.
La sfida che molti software engineers devono affrontare oggi è di poter lavorare in mobilità, velocemente, ovunque, senza essere vincolati ad un singolo dispositivo, né tanto meno dover rischiare di perdere dati. La chiamiamo sfida in quanto, come software engineers, siamo abitudinari, ci affezioniamo ai nostri ambienti di sviluppo, alle nostre shortcuts e non amiamo dover migrare o allineare progetti. E se solo ci fosse un tasto da premere per teletrasportare il proprio ambiente di sviluppo, le proprie configurazioni e il proprio codice ancora non pronto per essere committato (ops), da un device all'altro?
Grazie alla forte connettività (si spera), all'automazione (mica tanta), e all'indipendenza tra componenti (questo sì), abbiamo pensato di spostare anche l'ambiente di sviluppo al di fuori dei nostri device fisici. In questo talk, presenteremo una soluzione estremamente semplice, completamente gestita, per sviluppare semplici API REST, o un intero stack BigData, ed avere sempre a disposizione tutte le risorse necessarie per portare a termine il lavoro.
La sfida che molti software engineers devono affrontare oggi è di poter lavorare in mobilità, velocemente, ovunque, senza essere vincolati ad un singolo dispositivo, né tanto meno dover rischiare di perdere dati. La chiamiamo sfida in quanto, come software engineers, siamo abitudinari, ci affezioniamo ai nostri ambienti di sviluppo, alle nostre shortcuts e non amiamo dover migrare o allineare progetti. E se solo ci fosse un tasto da premere per teletrasportare il proprio ambiente di sviluppo, le proprie configurazioni e il proprio codice ancora non pronto per essere committato (ops), da un device all'altro?
Grazie alla forte connettività (si spera), all'automazione (mica tanta), e all'indipendenza tra componenti (questo sì), abbiamo pensato di spostare anche l'ambiente di sviluppo al di fuori dei nostri device fisici. In questo talk, presenteremo una soluzione estremamente semplice, completamente gestita, per sviluppare semplici API REST, o un intero stack BigData, ed avere sempre a disposizione tutte le risorse necessarie per portare a termine il lavoro.
WebDU 2010 talk. Comparison of various web technologies at their bitmap manipulation speeds.
Flash, HTML5 javascript canvas, silverlight, java applets, webgl e.t.c
Interesting experiment and interesting results none the less.
Rendering Techniques for Augmented Reality and a Look Ahead at AR FoundationUnity Technologies
Have you ever wondered why your virtual and real-world objects look disconnected from each other? Are you curious about how to blend virtual and physical spaces to create a seamless experience? This talk will cover advanced techniques using lighting, depth masks, occlusion, shadows and more to create a sense of immersion. You'll also get an introduction to a set of tools that will improve your development process when using Unity and AR Foundation.
Jimmy Alamparambil - Unity Technologies
Lukasz Pasek - Unity Technologies
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Mobile Computer Vision requires deep SoC-based optimization and extensive amount of development resources. This presentation reviews the challenges of mobile computer vision optimization, the vision for a cross-platform API and the current solution of using FastCV
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
Come puoi gestire i difetti? Se sei in una fabbrica, la produzione può produrre oggetti con difetti. Oppure i valori dei sensori possono dirti nel tempo che alcuni valori non sono "normali". Cosa puoi fare come sviluppatore (non come Data Scientist) con .NET o Azure per rilevare queste anomalie? Vediamo come in questa sessione.
Discover the technology behind "The Heretic" – Unite Copenhagen 2019Unity Technologies
Unity's award-winning Demo team, creators of Adam and Book of the Dead, showcases how Unity can power high-end visuals for game productions. These slides show how the team used the latest features in the High Definition Render Pipeline such as Post Processing, Shader Graph, Visual Effect Graph, and Timeline to create their latest amazing real-time short film, The Heretic.
Speaker: Mark Schoennagel – Unity
Watch the session on YouTube: https://youtu.be/CCnhPyK1v9E
iOS & Android Dev in C# & Visual Studio using XamarinNish Anil
Rarely does a developer have the luxury of building mobile apps for a single mobile platform. The fact is, the smartphone and tablet space is dominated by three big platforms: iOS, Android and Windows. Traditionally, this means using each platform's provided technology and SDK, i.e. Objective-C for iOS, Java for Android and .NET for Windows, or choosing a write-once/run-anywhere cross-platform toolkit which provides a lowest-common-denominator experience on all platforms, and prevents developers from going "to the metal" on any given platform to take advantage of the native features that make a mobile platform great.
With Xamarin, however, this limitation does not exist. Not only do you get a single, modern language (C#) and framework (.NET) across all three platforms, but you also get a native experience on each, giving your code direct access to the underlying SDK and device metal, including platform-specific UI and device capabilities, so that you can deliver a truly amazing native experience on every platform you target.
Building Your First Android App with XamarinXamarin
.NET developers everywhere can easily add native mobile developer to their resume with Xamarin for Visual Studio. Join Judy McNeil, Xamarin University mobile expert, to learn how to build your first Android app — completely in C# — with Xamarin.Android and Visual Studio.
Watch webinar recording at aka.ms/XamUAndroidApp
Explore Xamarin University at xamarin.com/university
Building Mobile Cross-Platform Apps foriOS, Android & Windows in C# with Xam...Nick Landry
Building native applications across multiple platforms is hard. iOS requires knowledge of Xcode, the iOS SDK and Objective-C or Swift. Android requires Eclipse Android Studio, the Android SDK and Java. The Windows 10 Universal Windows Platform requires Visual Studio, C# and the UWP/WinRT SDK. Are we really expected to learn all of this? You can take the HTML5 & Cordova route, but not all apps should be built using a hybrid approach. If you want to create a truly competitive app with a premium experience, you’ll need to go native. Fortunately, there is a way you can share a lot of your code across mobile platforms and do so using the C# language you already know and love. Xamarin is a powerful toolset that allows developers to write native Android and iOS apps using C#, thanks to the Mono framework – an Open Source project that brings the C# language and .NET to other platforms. This session explores how you can build cross-platform applications for iOS, Android, and Windows 10 using C#. You’ll learn how to get started with a sample cross-platform solution, which tools you can use, how to design a proper user interface for each platform and how to structure your projects for maximum code reuse. We’ll also look at how you can share UI code with Xamarin.Forms. Native mobile development doesn’t have to be so hard. Come learn how your .NET skills can be transformed for true cross-platform development.
WebDU 2010 talk. Comparison of various web technologies at their bitmap manipulation speeds.
Flash, HTML5 javascript canvas, silverlight, java applets, webgl e.t.c
Interesting experiment and interesting results none the less.
Rendering Techniques for Augmented Reality and a Look Ahead at AR FoundationUnity Technologies
Have you ever wondered why your virtual and real-world objects look disconnected from each other? Are you curious about how to blend virtual and physical spaces to create a seamless experience? This talk will cover advanced techniques using lighting, depth masks, occlusion, shadows and more to create a sense of immersion. You'll also get an introduction to a set of tools that will improve your development process when using Unity and AR Foundation.
Jimmy Alamparambil - Unity Technologies
Lukasz Pasek - Unity Technologies
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Mobile Computer Vision requires deep SoC-based optimization and extensive amount of development resources. This presentation reviews the challenges of mobile computer vision optimization, the vision for a cross-platform API and the current solution of using FastCV
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
Come puoi gestire i difetti? Se sei in una fabbrica, la produzione può produrre oggetti con difetti. Oppure i valori dei sensori possono dirti nel tempo che alcuni valori non sono "normali". Cosa puoi fare come sviluppatore (non come Data Scientist) con .NET o Azure per rilevare queste anomalie? Vediamo come in questa sessione.
Discover the technology behind "The Heretic" – Unite Copenhagen 2019Unity Technologies
Unity's award-winning Demo team, creators of Adam and Book of the Dead, showcases how Unity can power high-end visuals for game productions. These slides show how the team used the latest features in the High Definition Render Pipeline such as Post Processing, Shader Graph, Visual Effect Graph, and Timeline to create their latest amazing real-time short film, The Heretic.
Speaker: Mark Schoennagel – Unity
Watch the session on YouTube: https://youtu.be/CCnhPyK1v9E
iOS & Android Dev in C# & Visual Studio using XamarinNish Anil
Rarely does a developer have the luxury of building mobile apps for a single mobile platform. The fact is, the smartphone and tablet space is dominated by three big platforms: iOS, Android and Windows. Traditionally, this means using each platform's provided technology and SDK, i.e. Objective-C for iOS, Java for Android and .NET for Windows, or choosing a write-once/run-anywhere cross-platform toolkit which provides a lowest-common-denominator experience on all platforms, and prevents developers from going "to the metal" on any given platform to take advantage of the native features that make a mobile platform great.
With Xamarin, however, this limitation does not exist. Not only do you get a single, modern language (C#) and framework (.NET) across all three platforms, but you also get a native experience on each, giving your code direct access to the underlying SDK and device metal, including platform-specific UI and device capabilities, so that you can deliver a truly amazing native experience on every platform you target.
Building Your First Android App with XamarinXamarin
.NET developers everywhere can easily add native mobile developer to their resume with Xamarin for Visual Studio. Join Judy McNeil, Xamarin University mobile expert, to learn how to build your first Android app — completely in C# — with Xamarin.Android and Visual Studio.
Watch webinar recording at aka.ms/XamUAndroidApp
Explore Xamarin University at xamarin.com/university
Building Mobile Cross-Platform Apps foriOS, Android & Windows in C# with Xam...Nick Landry
Building native applications across multiple platforms is hard. iOS requires knowledge of Xcode, the iOS SDK and Objective-C or Swift. Android requires Eclipse Android Studio, the Android SDK and Java. The Windows 10 Universal Windows Platform requires Visual Studio, C# and the UWP/WinRT SDK. Are we really expected to learn all of this? You can take the HTML5 & Cordova route, but not all apps should be built using a hybrid approach. If you want to create a truly competitive app with a premium experience, you’ll need to go native. Fortunately, there is a way you can share a lot of your code across mobile platforms and do so using the C# language you already know and love. Xamarin is a powerful toolset that allows developers to write native Android and iOS apps using C#, thanks to the Mono framework – an Open Source project that brings the C# language and .NET to other platforms. This session explores how you can build cross-platform applications for iOS, Android, and Windows 10 using C#. You’ll learn how to get started with a sample cross-platform solution, which tools you can use, how to design a proper user interface for each platform and how to structure your projects for maximum code reuse. We’ll also look at how you can share UI code with Xamarin.Forms. Native mobile development doesn’t have to be so hard. Come learn how your .NET skills can be transformed for true cross-platform development.
Pixel shaders based UI components + writing your first pixel shaderDenis Radin
5 years ago shaders transformed game graphics and became the technology behind all amazing VFX we see in computer games. Now they are ready to rock the Web. Shaders are widely used in computer graphics providing unlimited abilities and amazing performance however for Web apps they are still underutilized despite wide browsers support. This talk introduces pixel shaders and then switches to solving a real world problem using shaders in a form of a small workshop during which you will write your first pixel shader based UI component and find how to integrate it with your Web application.
Пиксельные шейдеры для Web-разработчиков. Программируем GPU / Денис Радин (Li...Ontico
HighLoad++ 2017
Зал «Москва», 7 ноября, 15:00
Тезисы:
http://www.highload.ru/2017/abstracts/3017.html
5 лет назад шейдеры перевернули мир компьютерной графики, став технологией, ответственной за все впечатляющие спец. эффекты, которые мы видим в компьютерных играх. Сейчас они готовы перевернуть веб.
Доклад расскажет об истории и причинах появления пиксельных шейдеров, механизме работы и вариантах использования в разработке обычных Web-приложений. После прохождения курса теории мы перейдем к пошаговому мастер-классу. Как насчет написания своего первого пиксельного шейдера?
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.
A SURVEY ON GPU SYSTEM CONSIDERING ITS PERFORMANCE ON DIFFERENT APPLICATIONScseij
In this paper we study NVIDIA graphics processing unit (GPU) along with its computational power and applications. Although these units are specially designed for graphics application we can employee there computation power for non graphics application too. GPU has high parallel processing power, low cost of computation and less time utilization; it gives good result of performance per energy ratio. This GPU deployment property for excessive computation of similar small set of instruction played a significant role in reducing CPU overhead. GPU has several key advantages over CPU architecture as it provides high parallelism, intensive computation and significantly higher throughput. It consists of thousands of hardware threads that execute programs in a SIMD fashion hence GPU can be an alternate to CPU in high performance environment and in supercomputing environment. The base line is GPU based general purpose computing is a hot topics of research and there is great to explore rather than only graphics processing application.
This is a primer on some of the foundations of 3D math used in computer graphics programming. This is the version of the talk from CocoaConf Chicago 2015.
This is the version of my 3D math talk that I used at CocoaConf Atlanta. This version includes the graphic representations of the different steps in implementing the shader.
Top Features to Include in Your Winzo Clone App for Business Growth (4).pptxrickgrimesss22
Discover the essential features to incorporate in your Winzo clone app to boost business growth, enhance user engagement, and drive revenue. Learn how to create a compelling gaming experience that stands out in the competitive market.
Top 7 Unique WhatsApp API Benefits | Saudi ArabiaYara Milbes
Discover the transformative power of the WhatsApp API in our latest SlideShare presentation, "Top 7 Unique WhatsApp API Benefits." In today's fast-paced digital era, effective communication is crucial for both personal and professional success. Whether you're a small business looking to enhance customer interactions or an individual seeking seamless communication with loved ones, the WhatsApp API offers robust capabilities that can significantly elevate your experience.
In this presentation, we delve into the top 7 distinctive benefits of the WhatsApp API, provided by the leading WhatsApp API service provider in Saudi Arabia. Learn how to streamline customer support, automate notifications, leverage rich media messaging, run scalable marketing campaigns, integrate secure payments, synchronize with CRM systems, and ensure enhanced security and privacy.
Check out the webinar slides to learn more about how XfilesPro transforms Salesforce document management by leveraging its world-class applications. For more details, please connect with sales@xfilespro.com
If you want to watch the on-demand webinar, please click here: https://www.xfilespro.com/webinars/salesforce-document-management-2-0-smarter-faster-better/
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
Developing Distributed High-performance Computing Capabilities of an Open Sci...Globus
COVID-19 had an unprecedented impact on scientific collaboration. The pandemic and its broad response from the scientific community has forged new relationships among public health practitioners, mathematical modelers, and scientific computing specialists, while revealing critical gaps in exploiting advanced computing systems to support urgent decision making. Informed by our team’s work in applying high-performance computing in support of public health decision makers during the COVID-19 pandemic, we present how Globus technologies are enabling the development of an open science platform for robust epidemic analysis, with the goal of collaborative, secure, distributed, on-demand, and fast time-to-solution analyses to support public health.
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-fusion-buddy-review
AI Fusion Buddy Review: Key Features
✅Create Stunning AI App Suite Fully Powered By Google's Latest AI technology, Gemini
✅Use Gemini to Build high-converting Converting Sales Video Scripts, ad copies, Trending Articles, blogs, etc.100% unique!
✅Create Ultra-HD graphics with a single keyword or phrase that commands 10x eyeballs!
✅Fully automated AI articles bulk generation!
✅Auto-post or schedule stunning AI content across all your accounts at once—WordPress, Facebook, LinkedIn, Blogger, and more.
✅With one keyword or URL, generate complete websites, landing pages, and more…
✅Automatically create & sell AI content, graphics, websites, landing pages, & all that gets you paid non-stop 24*7.
✅Pre-built High-Converting 100+ website Templates and 2000+ graphic templates logos, banners, and thumbnail images in Trending Niches.
✅Say goodbye to wasting time logging into multiple Chat GPT & AI Apps once & for all!
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✅Commercial License included!
See My Other Reviews Article:
(1) AI Genie Review: https://sumonreview.com/ai-genie-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
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AI Pilot Review: The World’s First Virtual Assistant Marketing SuiteGoogle
AI Pilot Review: The World’s First Virtual Assistant Marketing Suite
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-pilot-review/
AI Pilot Review: Key Features
✅Deploy AI expert bots in Any Niche With Just A Click
✅With one keyword, generate complete funnels, websites, landing pages, and more.
✅More than 85 AI features are included in the AI pilot.
✅No setup or configuration; use your voice (like Siri) to do whatever you want.
✅You Can Use AI Pilot To Create your version of AI Pilot And Charge People For It…
✅ZERO Manual Work With AI Pilot. Never write, Design, Or Code Again.
✅ZERO Limits On Features Or Usages
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See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus
As part of the DOE Integrated Research Infrastructure (IRI) program, NERSC at Lawrence Berkeley National Lab and ALCF at Argonne National Lab are working closely with General Atomics on accelerating the computing requirements of the DIII-D experiment. As part of the work the team is investigating ways to speedup the time to solution for many different parts of the DIII-D workflow including how they run jobs on HPC systems. One of these routes is looking at Globus Compute as a way to replace the current method for managing tasks and we describe a brief proof of concept showing how Globus Compute could help to schedule jobs and be a tool to connect compute at different facilities.
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
How to Position Your Globus Data Portal for Success Ten Good PracticesGlobus
Science gateways allow science and engineering communities to access shared data, software, computing services, and instruments. Science gateways have gained a lot of traction in the last twenty years, as evidenced by projects such as the Science Gateways Community Institute (SGCI) and the Center of Excellence on Science Gateways (SGX3) in the US, The Australian Research Data Commons (ARDC) and its platforms in Australia, and the projects around Virtual Research Environments in Europe. A few mature frameworks have evolved with their different strengths and foci and have been taken up by a larger community such as the Globus Data Portal, Hubzero, Tapis, and Galaxy. However, even when gateways are built on successful frameworks, they continue to face the challenges of ongoing maintenance costs and how to meet the ever-expanding needs of the community they serve with enhanced features. It is not uncommon that gateways with compelling use cases are nonetheless unable to get past the prototype phase and become a full production service, or if they do, they don't survive more than a couple of years. While there is no guaranteed pathway to success, it seems likely that for any gateway there is a need for a strong community and/or solid funding streams to create and sustain its success. With over twenty years of examples to draw from, this presentation goes into detail for ten factors common to successful and enduring gateways that effectively serve as best practices for any new or developing gateway.
Prosigns: Transforming Business with Tailored Technology SolutionsProsigns
Unlocking Business Potential: Tailored Technology Solutions by Prosigns
Discover how Prosigns, a leading technology solutions provider, partners with businesses to drive innovation and success. Our presentation showcases our comprehensive range of services, including custom software development, web and mobile app development, AI & ML solutions, blockchain integration, DevOps services, and Microsoft Dynamics 365 support.
Custom Software Development: Prosigns specializes in creating bespoke software solutions that cater to your unique business needs. Our team of experts works closely with you to understand your requirements and deliver tailor-made software that enhances efficiency and drives growth.
Web and Mobile App Development: From responsive websites to intuitive mobile applications, Prosigns develops cutting-edge solutions that engage users and deliver seamless experiences across devices.
AI & ML Solutions: Harnessing the power of Artificial Intelligence and Machine Learning, Prosigns provides smart solutions that automate processes, provide valuable insights, and drive informed decision-making.
Blockchain Integration: Prosigns offers comprehensive blockchain solutions, including development, integration, and consulting services, enabling businesses to leverage blockchain technology for enhanced security, transparency, and efficiency.
DevOps Services: Prosigns' DevOps services streamline development and operations processes, ensuring faster and more reliable software delivery through automation and continuous integration.
Microsoft Dynamics 365 Support: Prosigns provides comprehensive support and maintenance services for Microsoft Dynamics 365, ensuring your system is always up-to-date, secure, and running smoothly.
Learn how our collaborative approach and dedication to excellence help businesses achieve their goals and stay ahead in today's digital landscape. From concept to deployment, Prosigns is your trusted partner for transforming ideas into reality and unlocking the full potential of your business.
Join us on a journey of innovation and growth. Let's partner for success with Prosigns.
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Large Language Models and the End of ProgrammingMatt Welsh
Talk by Matt Welsh at Craft Conference 2024 on the impact that Large Language Models will have on the future of software development. In this talk, I discuss the ways in which LLMs will impact the software industry, from replacing human software developers with AI, to replacing conventional software with models that perform reasoning, computation, and problem-solving.
2. About Me
Janie Clayton
Co-Author of “iOS 8 SDK
Development”
Software engineer at
SonoPlot
@redqueencoder
http://redqueencoder.com
3. What is a GPU?
A Graphics Processing Unit (GPU) is a small super
computer that does one thing really really well. That
one thing is processing floating point math in parallel.
There are several applications for being able to do
really fast floating point math: Graphics processing,
bioinformatics, molecular dynamics, etc…
Most people are going to primarily focus on graphics
processing, as we will today. For GPGPU
programming, go see Jeff Biggus speak about
OpenCL!
4. What is Parallel Computing
The default processes in a project is serialized
computing. One instruction is processed at a time
and then the CPU moves on to the next one.
Parallel computing is the process of allowing
multiple instructions to be carried out at once.
Can be done on different threads, cores, and even
at the bit level.
5. But I Have Concurrency!
Concurrency is about dealing with a lot of things
at once.
Parallelism is about doing lots of things at once.
13. OpenGL Origins
First released in 1992
Was an attempt to formalize a 3D graphic
specification across platforms
John Carmack was instrumental for the adoption
of OpenGL as a cross-platform 3D graphic
specification.
14. Problems with OpenGL
Was created back when GPUs were not very
powerful and existed on external graphics cards
that could be swapped out
The computer system architecture was vastly
different when OpenGL was created. Things that
were not very efficient then, like the GPU, are vastly
more efficient now.
Nothing is ever deprecated (Don’t ask Java
programmers what that means, they don’t know)
15.
16. Creation of OpenGL ES
ES: Embedded Systems
Wanted to strip out all of the dead code from
OpenGL
Was specifically tailored to work on less powerful
devices like mobile phones
17. We don’t need a dozen turtles that all do the same thing
18. OpenGL ES Specifics
Streamlined version of OpenGL
Everything you can do in OpenGL ES can directly
be ported to OpenGL
Basically an optimized version of OpenGL
20. CPU Expensive Tasks
Sending hardware commands to the GPU
(Changing State Vectors)
Confirming that API usage is valid
Compiling the shaders
Interaction between the state and the shaders
21. How does the CPU Send
tasks to the GPU?
Try to envision a client-server process. Instead of
your program sending an instruction over the
network to a server and getting data back, you are
sending instructions from your CPU to your GPU
to be executed. Since you are sending instructions
away from your client to be done elsewhere, you
want to minimize this as much as possible.
22. How does the CPU Send
tasks to the GPU?
For example, in most Twitter client applications the
client batches 20 or more Tweets in one call. This
allows the application to feed tweets to the user
without them having to wait for the network to
deliver each and every tweet individually.
23. What Actually Sends
Commands to the GPU?
glGenBuffers(): Creates the buffer
glBindBuffers(): Tells OpenGL to use this buffer.
glBufferData(): Allocate this much continuous memory
glVertexAttribPointer(): What kind of data do we have?
glDrawArrays(): Render the data in the buffer
glDeleteBuffer(): We don’t need the buffer anymore,
get rid of it.
26. Programmable Pipeline
Introduced in OpenGL ES 2.0
Shaders are now the responsibility of the
programmer
Harder to do, but provides far more flexibility and
options for effects
27. OpenGL ES 1.1 vs 2.0
1.1 2.0
http://www.sunsetlakesoftware.com/molecules
29. What About Core
Graphics/Quartz?
Core Graphics/Quartz is NOT performed on the
GPU. It is performed on the CPU.
Core Graphics is off on its own. UIKit is written on
top of Core Animation, which is written on top of
the GPU.
Core Graphics utilizes offscreen drawing. Anything
using offscreen drawing is not hardware
accelerated.
30. Offscreen Drawing
Core Graphics (anything starting with “CG”)
Every “drawRect()” method
Anything using Core Text
CALayers using masks and shadows
CALayers with “shouldRasterize” set to YES
Do not animate anything using offscreen drawing!
It is horribly inefficient!!
32. GLSL
OpenGL Shading Language (GLSL)
Introduced in OpenGL 2.0 in 2004
C-like language for building shaders, which are
small, efficient programs to run on the GPU
Includes some specific data types and methods
for processing geometry and graphics math that
are not included in C
33. GLSL
Two shader components: Vertex and Fragment
Both are necessary to create a completed shader
program
Vertex shaders deal with how geometry is handled
on the screen
Fragment shaders calculate what each individual
pixel will look like
37. Creating GPUImage
GPUImage dates back to iOS 5.
Unlike Core Image (at the time), GPUImage utilized
shaders more efficiently to make image processing
faster. Core Image has been improved over the
years and they are now comparable.
38. Why is GPUImage so
Efficient?
OpenGL ES tasks must be performed on one
thread
Many people utilize locks to manage the thread or,
God forbid, only use the main thread. <shudder>
NSLock is expensive to the CPU
GPUImage utilizes a serial dispatch queue through
GCD to manage anything that touches the GPU to
keep everything happy and thread safe.
41. What does Metal Promise?
Deep hardware integration between Apple chips
and Apple frameworks
General Purpose GPU programming (GPGPU)
Precompiled Shaders
up to 10 times more draw calls per frame
Being able to perform draw calls on multiple
threads
42. What Specifically are the
CPU Expensive Tasks?
Compiling Shaders
Validating State
Start Work on the GPU
43. Life Before Metal
All three of these expensive tasks were done on
each and every single draw call.
All of these tasks don’t have to be done thousands
of times a frame. Many can be done once, as long
as the program knows that it does not have to
continually check them.
44. Life After Metal
Compiling Shaders: Now done when the
applications builds
Validating State: Now done when the content
loads
Start Work on the GPU: Still happens on each
draw call. We can’t win them all…
45. Where Does Metal Help
You?
Metal helps you when you have a lot of objects
that need to work independently of one another.
Certain tasks, like image processing, do not
involve a lot of objects, so you aren’t going to gain
much with Metal.
46. Why is This Important?
Before Metal, you would have to balance CPU time
with GPU time. Tasks were so expensive that the
GPU would usually not be used to capacity.
Now that the CPU tasks are less expensive, you can
take that time to generate more AI and do more
programming logic.
Also, when people were generating art assets, they
had to make convoluted versions of assets to work
around OpenGL ES limitations. Now the same
assets can be used in all places. Not everything is
about code.
49. Why Metal is Scary
You have to control EVERYTHING!!!
You have to have a deep understanding of how
the computer works that I have not seen
demonstrated by a large number of people.
Metal assumes you know more than the computer
does, which in my experience is usually a bad
move.
51. Why Metal is Exciting
Metal, along with Swift, signals a shift to figuring
out how to do more parallel programming.
I believe Metal is not going anywhere. It will take a
while for people to learn how to fully utilize it, but I
believe it has the potential to be a game changer.
Metal, like Swift, is still partly baked. It gives early
adopters an opportunity to master something
extraordinary.
52. IS THERE ANY POINT IN LEARNING
OPENGL ES ANYMORE?
54. Yes, absolutely. Metal’s API is very similar to OpenGL ES.
It will take a while for everyone to transition over
to devices with A7 chips.
Apple will continue to support its developers who
work with OpenGL ES, especially since the
Mac uses OpenGL and won’t be able to use Metal (yet).
Also, Metal is new. It usually takes Apple a few
years to work the kinks out of their new frameworks.
Also, with Metal’s incredibly steep learning curve,
very few people could work with it now.
55. Take Aways
Whether you learn GLSL or Metal Shading Language,
the value comes from the algorithms. The languages
are not complicated and are similar. If you don’t know
how the math on a shader works, knowing the language
won’t really help you.
There are lots of books on GPU programming out there
explaining how to create effects, not to mention the
shaders included in GPUImage. You will need to
understand the math, but there are great resources
online out there for this stuff.
Be tenacious. This takes a lot of time to master. It is
worth it. Be patient.