The document discusses various techniques for culling, or rejecting objects that do not contribute to the final rendered image, to improve rendering performance. It describes static culling techniques like pre-calculated potential visibility sets (PVS) and portals, but notes the engine avoids these due to limitations. Dynamic culling techniques discussed include the graphics card's z-buffer test, early z-pass, occlusion queries, and a software coverage buffer implementation on the CPU. It also mentions using z-buffer readback on consoles and considerations for backface culling.
A presentation I did for China GDC 2011.
I cover the basic of visibility optimization as well as present some practical examples of visibility systems used in modern video games.
This document summarizes Cass Everitt's presentation on the future of visual computing and OpenGL 4.4 on ARM architectures. Some key points include: ARM architectures are now dominant in mobile devices and embedded systems; OpenGL has become an important API for future development across many platforms; and OpenGL 4.4 introduces several new features that enable advanced rendering techniques on mobile devices. The presentation also discusses techniques like path rendering, ocean simulation, and PTEX virtual texturing that can improve graphics performance.
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Vertices are 3D points that define geometry in 3D space. They are outputs of 3D modeling tools. Rendering vertices involves complex floating point matrix operations and transformations to convert them to triangles for rendering. Key aspects of vertices include their position attributes like (x,y,z) as well as other attributes like normals and texture coordinates. Optimizing vertex rendering involves reducing data transfer between the CPU and GPU by using vertex buffer objects (VBOs) and indices to reference shared vertices. VBOs allow vertex data to be stored and referenced directly from GPU memory.
Three.js is a JavaScript library for rendering 3D graphics in a web browser. It uses WebGL to render scenes made of objects like meshes, materials, lights and textures. A basic Three.js program creates a renderer, camera and scene, then adds objects to the scene and calls renderer.render() to display the scene. Key APIs include those for lights, geometries, materials, textures and offscreen rendering using render targets. Shaders can be passed to materials for custom rendering effects.
GFX Part 1 - Introduction to GPU HW and OpenGL ES specificationsPrabindh Sundareson
Introduction to OpenGL ES and GPU Programming portion of the 7 part session on GFX workshops. Introduces the OpenGL ES specifications from Khronos and provides a perspective of current GPU architectures.
Presentation from DICE Coder's Day (2010 November) by Andreas Fredriksson in the Frostbite team.
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides
• Deterministic memory map behavior
• Single-cycle allocation speed
• Regular C++ object life cycle for objects that need it
This makes it very suitable for games.
GFX Part 6 - Introduction to Vertex and Fragment Shaders in OpenGL ESPrabindh Sundareson
This document discusses shaders in OpenGL ES, including:
1. Vertices define 3D geometry and are operated on by vertex shaders. Fragments are pixels produced by rasterizing primitives.
2. Shader characteristics include uniforms, attributes, varyings, and gl_Position. Programs contain related vertex and fragment shaders.
3. Vertex shaders operate on vertices and attributes. Fragment shaders operate on rasterized fragments and interpolated varyings to produce gl_FragColor.
4. A program combines a vertex and fragment shader. Functions, constructs, and invariance are discussed for shader programming. Special effects techniques like fog, particles, and shadows are also covered.
A presentation I did for China GDC 2011.
I cover the basic of visibility optimization as well as present some practical examples of visibility systems used in modern video games.
This document summarizes Cass Everitt's presentation on the future of visual computing and OpenGL 4.4 on ARM architectures. Some key points include: ARM architectures are now dominant in mobile devices and embedded systems; OpenGL has become an important API for future development across many platforms; and OpenGL 4.4 introduces several new features that enable advanced rendering techniques on mobile devices. The presentation also discusses techniques like path rendering, ocean simulation, and PTEX virtual texturing that can improve graphics performance.
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
Direct3D 11 will have tessellation for smoother curves and finer details. The new compute shader will make postprocessing faster and easier. You'll need Direct3D 11 to have the best graphics, and this talk will show you how you can get started using current generation hardware.
Vertices are 3D points that define geometry in 3D space. They are outputs of 3D modeling tools. Rendering vertices involves complex floating point matrix operations and transformations to convert them to triangles for rendering. Key aspects of vertices include their position attributes like (x,y,z) as well as other attributes like normals and texture coordinates. Optimizing vertex rendering involves reducing data transfer between the CPU and GPU by using vertex buffer objects (VBOs) and indices to reference shared vertices. VBOs allow vertex data to be stored and referenced directly from GPU memory.
Three.js is a JavaScript library for rendering 3D graphics in a web browser. It uses WebGL to render scenes made of objects like meshes, materials, lights and textures. A basic Three.js program creates a renderer, camera and scene, then adds objects to the scene and calls renderer.render() to display the scene. Key APIs include those for lights, geometries, materials, textures and offscreen rendering using render targets. Shaders can be passed to materials for custom rendering effects.
GFX Part 1 - Introduction to GPU HW and OpenGL ES specificationsPrabindh Sundareson
Introduction to OpenGL ES and GPU Programming portion of the 7 part session on GFX workshops. Introduces the OpenGL ES specifications from Khronos and provides a perspective of current GPU architectures.
Presentation from DICE Coder's Day (2010 November) by Andreas Fredriksson in the Frostbite team.
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides
• Deterministic memory map behavior
• Single-cycle allocation speed
• Regular C++ object life cycle for objects that need it
This makes it very suitable for games.
GFX Part 6 - Introduction to Vertex and Fragment Shaders in OpenGL ESPrabindh Sundareson
This document discusses shaders in OpenGL ES, including:
1. Vertices define 3D geometry and are operated on by vertex shaders. Fragments are pixels produced by rasterizing primitives.
2. Shader characteristics include uniforms, attributes, varyings, and gl_Position. Programs contain related vertex and fragment shaders.
3. Vertex shaders operate on vertices and attributes. Fragment shaders operate on rasterized fragments and interpolated varyings to produce gl_FragColor.
4. A program combines a vertex and fragment shader. Functions, constructs, and invariance are discussed for shader programming. Special effects techniques like fog, particles, and shadows are also covered.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Point cloud mesh-investigation_report-lihangLihang Li
This document discusses surface reconstruction methods for point clouds captured using Kinect. It describes meshing methods used in RTABMAP and RGBDMapping including greedy projection triangulation and moving least squares smoothing. Popular surface reconstruction pipelines generally involve subsampling, normal estimation, surface reconstruction using methods like Poisson surface reconstruction, and recovering original colors. Key steps are filtering noise, estimating surface normals, reconstructing implicit surfaces, and transferring attributes back to original points.
Droidcon2013 triangles gangolells_imaginationDroidcon Berlin
This document provides an overview of graphics processing unit (GPU) architectures and optimization techniques for mobile GPUs. It discusses tile-based deferred rendering architectures like PowerVR, which process graphics per tile to take advantage of on-chip memory. It then provides "golden rules" for optimizing code for mobile GPUs, such as avoiding unnecessary calculations, batching draw calls, using compressed textures, and leveraging the GPU's hidden surface removal capabilities.
Polygon count, file size, and rendering times can constrain 3D graphics. A high polygon count means more complex models but larger file sizes that require more processing power. If the polygon count or file size is too high for the available memory and processing, it can cause issues rendering animations or walkthroughs in real-time. While polygons make up 3D objects, triangles are how they are rendered by graphics hardware. Polygon count refers to the number of triangles, and a high triangle or vertex count can impact performance. Rendering is the process of generating 2D images from 3D scene data and requires solving lighting and other effects, which may exceed real-time capabilities without rendering to temporary files.
Computer Graphics - Lecture 01 - 3D Programming I💻 Anton Gerdelan
Here are a few key points about adding vertex colors to the example:
- Storing the color data in a separate buffer is cleaner than concatenating or interleaving it with the position data. This keeps the data layout simple.
- The vertex shader now has inputs for both the position (vp) and color (vc) attributes.
- The color is passed through as an output (fcolour) to the fragment shader.
- The position is still used to set gl_Position for transformation.
- The color input has to start in the vertex shader because that is where per-vertex attributes like color are interpolated across the primitive before being sampled in the fragment shader. The vertex shader interpolates the color value
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
Hardware software co simulation of edge detection for image processing system...eSAT Publishing House
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Introduction To Massive Model Visualizationpjcozzi
This document discusses techniques for visualizing massive 3D models. It covers culling methods like view frustum and occlusion culling to remove invisible geometry. Level of detail techniques generate lower detail versions of models to improve performance. Hierarchical LOD representations allow efficient refinement. Out-of-core techniques bring portions of models into memory as needed to handle models too large to fit entirely in memory. Compression, prefetching, and cache-coherent layouts further optimize rendering massive models. The goal is to keep processors busy and maintain performance as model complexity increases beyond memory limits.
This document discusses real-time image processing. It begins with an introduction and definitions of real-time and non-real-time processing. It then discusses the requirements for a real-time image processing platform, including high resolution/frame rate video input and low latency. The document outlines some advantages of real-time image processing such as immediate results and automation. It then provides an overview of an object detection system using Viola-Jones detection with integral images, AdaBoost learning, and a cascade classifier structure. Experimental results show the cascade classifier can detect faces in real-time.
IRJET- Front View Identification of Vehicles by using Machine Learning Te...IRJET Journal
This document describes a system for identifying vehicles from front view images using machine learning techniques. The system first detects moving vehicles using background subtraction, then classifies vehicle type. It discusses using Gaussian mixture models for background subtraction and DBSCAN clustering to identify vehicle regions. The methodology section outlines the full proposed system, including preprocessing, object detection using background subtraction and clustering, object tracking with optical flow, and speed estimation using a Kalman filter. It aims to provide an alternative to radar-based vehicle detection and classification systems.
This document discusses compression of compound images using wavelet transform. It begins by introducing compound images, which contain different data types like text and graphics. Transmitting high resolution compound images over networks poses challenges due to large file sizes. The document then discusses using wavelet sub-band coding for lossless compression of compound images, which allows for excellent quality of text in compressed images. It provides details on image segmentation techniques like block-based segmentation that classify image blocks to compress according to image type.
This small presentation tries to synthesise the behaviour of a web browser's rendering engine as simply as possible. It also proposes a few tricks we've used internally to cope with very resource-demanding webapps.
The document describes SWAGG MEDIA's proprietary 3D conversion process and its advantages over competitors' processes. SWAGG MEDIA's process involves outlining objects in a 2D image, assigning each object cubic depth values, and using an algorithm to generate left eye images pixel-by-pixel. This allows each object to be edited individually. Competitors use "netting" or "layer" methods that treat the entire scene as interconnected, making edits more difficult. SWAGG MEDIA's process provides better quality, more creative flexibility, and easier editing compared to competitors.
Making High Quality Interactive VR with Unreal Engine Luis CataldiLuis Cataldi
The document provides an overview of best practices for creating high quality VR experiences using Unreal Engine. It discusses optimizing content through the use of modular assets, master materials, precomputed lighting, and culling unnecessary elements. Both deferred and forward renderers are covered, noting tradeoffs between features and performance. Techniques like multi-sample anti-aliasing, reflection probes, and decals are recommended. It also stresses the importance of profiling performance and maintaining framerates. Finally, it provides a brief introduction to key Unreal classes like GameMode and the Blueprint system.
Making High Quality Interactive VR with Unreal Engine Luis CataldiUnreal Engine
The document discusses best practices for creating high quality VR content with Unreal Engine. It covers optimizing levels for performance by using modular assets, master materials, static lighting, and other techniques. It also compares deferred and forward rendering, discussing the performance advantages of forward rendering for VR. The document demonstrates profiling tools and provides guidance on testing and deploying to various VR platforms from a single project.
Graphics programming with Unity3D utilizes the GPU for highly parallelized operations like matrix and texture lookups. There are two main access points: shading which converts 3D to 2D, and post-processing which performs shader operations on the rendered image. The graphics pipeline involves vertex and pixel shaders transforming and coloring 3D models with effects like lighting, bump mapping, and textures. Multi-pass rendering and image effects allow combining results through scripts and shaders. Future improvements include deferred rendering, tessellation, and an expanded shader pipeline.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Point cloud mesh-investigation_report-lihangLihang Li
This document discusses surface reconstruction methods for point clouds captured using Kinect. It describes meshing methods used in RTABMAP and RGBDMapping including greedy projection triangulation and moving least squares smoothing. Popular surface reconstruction pipelines generally involve subsampling, normal estimation, surface reconstruction using methods like Poisson surface reconstruction, and recovering original colors. Key steps are filtering noise, estimating surface normals, reconstructing implicit surfaces, and transferring attributes back to original points.
Droidcon2013 triangles gangolells_imaginationDroidcon Berlin
This document provides an overview of graphics processing unit (GPU) architectures and optimization techniques for mobile GPUs. It discusses tile-based deferred rendering architectures like PowerVR, which process graphics per tile to take advantage of on-chip memory. It then provides "golden rules" for optimizing code for mobile GPUs, such as avoiding unnecessary calculations, batching draw calls, using compressed textures, and leveraging the GPU's hidden surface removal capabilities.
Polygon count, file size, and rendering times can constrain 3D graphics. A high polygon count means more complex models but larger file sizes that require more processing power. If the polygon count or file size is too high for the available memory and processing, it can cause issues rendering animations or walkthroughs in real-time. While polygons make up 3D objects, triangles are how they are rendered by graphics hardware. Polygon count refers to the number of triangles, and a high triangle or vertex count can impact performance. Rendering is the process of generating 2D images from 3D scene data and requires solving lighting and other effects, which may exceed real-time capabilities without rendering to temporary files.
Computer Graphics - Lecture 01 - 3D Programming I💻 Anton Gerdelan
Here are a few key points about adding vertex colors to the example:
- Storing the color data in a separate buffer is cleaner than concatenating or interleaving it with the position data. This keeps the data layout simple.
- The vertex shader now has inputs for both the position (vp) and color (vc) attributes.
- The color is passed through as an output (fcolour) to the fragment shader.
- The position is still used to set gl_Position for transformation.
- The color input has to start in the vertex shader because that is where per-vertex attributes like color are interpolated across the primitive before being sampled in the fragment shader. The vertex shader interpolates the color value
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
Hardware software co simulation of edge detection for image processing system...eSAT Publishing House
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Introduction To Massive Model Visualizationpjcozzi
This document discusses techniques for visualizing massive 3D models. It covers culling methods like view frustum and occlusion culling to remove invisible geometry. Level of detail techniques generate lower detail versions of models to improve performance. Hierarchical LOD representations allow efficient refinement. Out-of-core techniques bring portions of models into memory as needed to handle models too large to fit entirely in memory. Compression, prefetching, and cache-coherent layouts further optimize rendering massive models. The goal is to keep processors busy and maintain performance as model complexity increases beyond memory limits.
This document discusses real-time image processing. It begins with an introduction and definitions of real-time and non-real-time processing. It then discusses the requirements for a real-time image processing platform, including high resolution/frame rate video input and low latency. The document outlines some advantages of real-time image processing such as immediate results and automation. It then provides an overview of an object detection system using Viola-Jones detection with integral images, AdaBoost learning, and a cascade classifier structure. Experimental results show the cascade classifier can detect faces in real-time.
IRJET- Front View Identification of Vehicles by using Machine Learning Te...IRJET Journal
This document describes a system for identifying vehicles from front view images using machine learning techniques. The system first detects moving vehicles using background subtraction, then classifies vehicle type. It discusses using Gaussian mixture models for background subtraction and DBSCAN clustering to identify vehicle regions. The methodology section outlines the full proposed system, including preprocessing, object detection using background subtraction and clustering, object tracking with optical flow, and speed estimation using a Kalman filter. It aims to provide an alternative to radar-based vehicle detection and classification systems.
This document discusses compression of compound images using wavelet transform. It begins by introducing compound images, which contain different data types like text and graphics. Transmitting high resolution compound images over networks poses challenges due to large file sizes. The document then discusses using wavelet sub-band coding for lossless compression of compound images, which allows for excellent quality of text in compressed images. It provides details on image segmentation techniques like block-based segmentation that classify image blocks to compress according to image type.
This small presentation tries to synthesise the behaviour of a web browser's rendering engine as simply as possible. It also proposes a few tricks we've used internally to cope with very resource-demanding webapps.
The document describes SWAGG MEDIA's proprietary 3D conversion process and its advantages over competitors' processes. SWAGG MEDIA's process involves outlining objects in a 2D image, assigning each object cubic depth values, and using an algorithm to generate left eye images pixel-by-pixel. This allows each object to be edited individually. Competitors use "netting" or "layer" methods that treat the entire scene as interconnected, making edits more difficult. SWAGG MEDIA's process provides better quality, more creative flexibility, and easier editing compared to competitors.
Making High Quality Interactive VR with Unreal Engine Luis CataldiLuis Cataldi
The document provides an overview of best practices for creating high quality VR experiences using Unreal Engine. It discusses optimizing content through the use of modular assets, master materials, precomputed lighting, and culling unnecessary elements. Both deferred and forward renderers are covered, noting tradeoffs between features and performance. Techniques like multi-sample anti-aliasing, reflection probes, and decals are recommended. It also stresses the importance of profiling performance and maintaining framerates. Finally, it provides a brief introduction to key Unreal classes like GameMode and the Blueprint system.
Making High Quality Interactive VR with Unreal Engine Luis CataldiUnreal Engine
The document discusses best practices for creating high quality VR content with Unreal Engine. It covers optimizing levels for performance by using modular assets, master materials, static lighting, and other techniques. It also compares deferred and forward rendering, discussing the performance advantages of forward rendering for VR. The document demonstrates profiling tools and provides guidance on testing and deploying to various VR platforms from a single project.
Graphics programming with Unity3D utilizes the GPU for highly parallelized operations like matrix and texture lookups. There are two main access points: shading which converts 3D to 2D, and post-processing which performs shader operations on the rendered image. The graphics pipeline involves vertex and pixel shaders transforming and coloring 3D models with effects like lighting, bump mapping, and textures. Multi-pass rendering and image effects allow combining results through scripts and shaders. Future improvements include deferred rendering, tessellation, and an expanded shader pipeline.
In diesem Artikel präsentiert VisCircle die Herausforderungen in der Produktkonfiguration. VisCircle ist eine auf 3D Konfiguratoren spezialisierte Agentur.
Build marketing products across the customer journey to grow your business and build a relationship with your customer. For example you can build graders, calculators, quizzes, recommendations, chatbots or AR apps. Things like Hubspot's free marketing grader, Moz's site analyzer, VenturePact's mobile app cost calculator, new york times's dialect quiz, Ikea's AR app, L'Oreal's AR app and Nike's fitness apps. All of these examples are free tools that help drive engagement with your brand, build an audience and generate leads for your core business by adding value to a customer during a micro-moment.
Key Takeaways:
Learn how to use specific GPTs to help you Learn how to build your own marketing tools
Generate marketing ideas for your business How to think through and use AI in marketing
How AI changes the marketing game
How to Start Affiliate Marketing with ChatGPT- A Step-by-Step Guide (1).pdfSimpleMoneyMaker
Discover the power of affiliate marketing with ChatGPT! This comprehensive guide takes you through the process of starting and scaling your affiliate marketing business using the latest AI technology. Learn how to leverage ChatGPT to generate content ideas, create engaging articles, and connect with your audience through personalized interactions. From building your strategy and optimizing conversions to analyzing performance and staying updated with industry trends, this eBook provides everything you need to know to succeed in affiliate marketing. Whether you're a beginner looking to start your online business or an experienced marketer wanting to take your efforts to the next level, this guide is your roadmap to success in the world of affiliate marketing.
Conferences like DigiMarCon provide ample opportunities to improve our own marketing programs by learning from others. But just because everyone is jumping on board with the latest idea/tool/metric doesn’t mean it works – or does it? This session will examine the value of today’s hottest digital marketing topics – including AI, paid ads, and social metrics – and the truth about what these shiny objects might be distracting you from.
Key Takeaways:
- How NOT to shoot your digital program in the foot by using flashy but ineffective resources
- The best ways to think about AI in connection with digital marketing
- How to cut through self-serving marketing advice and engage in channels that truly grow your business
Capstone Project: Luxury Handloom Saree Brand
As part of my college project, I applied my learning in brand strategy to create a comprehensive project for a luxury handloom saree brand. Key aspects of this project included:
- *Competitor Analysis:* Conducted in-depth competitor analysis to identify market position and differentiation opportunities.
- *Target Audience:* Defined and segmented the target audience to tailor brand messages effectively.
- *Brand Strategy:* Developed a detailed brand strategy to enhance market presence and appeal.
- *Brand Perception:* Analyzed and shaped the brand perception to align with luxury and heritage values.
- *Brand Ladder:* Created a brand ladder to outline the brand's core values, benefits, and attributes.
- *Brand Architecture:* Established a cohesive brand architecture to ensure consistency across all brand touchpoints.
This project helped me gain practical experience in brand strategy, from research and analysis to strategic planning and implementation.
Mastering Local SEO for Service Businesses in the AI Era"" is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
What Software is Used in Marketing in 2024.Ishaaq6
This paper explores the diverse landscape of marketing software, examining its pivotal role in modern marketing strategies. It provides a comprehensive overview of various types of marketing software tools and platforms essential for enhancing efficiency, optimizing campaigns, and achieving business objectives. Key categories discussed include email marketing software, social media management tools, content management systems (CMS), customer relationship management (CRM) software, search engine optimization (SEO) tools, and marketing automation platforms.
The paper delves into the functionalities, benefits, and examples of each type of software, highlighting their unique contributions to effective marketing practices. It explores the importance of integration and automation in maximizing the impact of these tools, addressing challenges and strategies for seamless implementation across different marketing channels.
Furthermore, the paper examines emerging trends in marketing software, such as AI and machine learning applications, personalization strategies, predictive analytics, and the ethical considerations surrounding data privacy and consumer rights. Case studies illustrate real-world applications and success stories of businesses leveraging marketing software to achieve significant outcomes in their marketing campaigns.
In conclusion, this paper provides valuable insights into the evolving landscape of marketing technology, emphasizing the transformative potential of software solutions in driving innovation, efficiency, and competitive advantage in today's dynamic marketplace.
This description outlines the scope, structure, and focus of the paper, giving readers a clear understanding of what to expect and why the topic of marketing software is important and relevant in contemporary marketing practices.
We’ve entered a new era in digital. Search and AI are colliding, in more ways than one. And they all have major implications for marketers.
• SEOs now use AI to optimize content.
• Google now uses AI to generate answers.
• Users are skipping search completely. They can now use AI to get answers. So AI has changed everything …or maybe not. Our audience hasn’t changed. Their information needs haven’t changed. Their perception of quality hasn’t changed. In reality, the most important things haven’t changed at all. In this session, you’ll learn the impact of AI. And you’ll learn ways that AI can make us better at the classic challenges: getting discovered, connecting through content and staying top of mind with the people who matter most. We’ll use timely tools to rebuild timeless foundations. We’ll do better basics, but with the most advanced techniques. Andy will share a set of frameworks, prompts and techniques for better digital basics, using the latest tools of today. And in the end, Andy will consider - in a brief glimpse - what might be the biggest change of all, and how to expand your footprint in the new digital landscape.
Key Takeaways:
How to use AI to optimize your content
How to find topics that algorithms love
How to get AI to mention your content and your brand
In this humorous and data-heavy Master Class, join us in a joyous celebration of life honoring the long list of SEO tactics and concepts we lost this year. Remember fondly the beautiful time you shared with defunct ideas like link building, keyword cannibalization, search volume as a value indicator, and even our most cherished of friends: the funnel. Make peace with their loss as you embrace a new paradigm for organic content: Pillar-Based Marketing. Along the way, discover that the results that old SEO and all its trappings brought you weren’t really very good at all, actually.
In this respectful and life-affirming service—erm, session—join Ryan Brock (Chief Solution Officer at DemandJump and author of Pillar-Based Marketing: A Data-Driven Methodology for SEO and Content that Actually Works) and leave with:
• Clear and compelling evidence that most legacy SEO metrics and tactics have slim to no impact on SEO outcomes
• A major mindset shift that eliminates most of the metrics and tactics associated with SEO in favor of a single metric that defines and drives organic ranking success
• Practical, step-by-step methodology for choosing SEO pillar topics and publishing content quickly that ranks fast
From Hope to Despair The Top 10 Reasons Businesses Ditch SEO Tactics.pptxBoston SEO Services
From Hope to Despair: The Top 10 Reasons Businesses Ditch SEO Tactics
Are you tired of seeing your business's online visibility plummet from hope to despair? When it comes to SEO tactics, many businesses find themselves grappling with challenges that lead them to abandon their strategies altogether. In a digital landscape that's constantly evolving, staying on top of SEO best practices is crucial to maintaining a competitive edge.
In this blog, we delve deep into the top 10 reasons why businesses ditch SEO tactics, uncovering the pain points that may resonate with you:
1. Algorithm Changes: The ever-changing algorithms can leave businesses feeling like they're chasing a moving target. Search engines like Google frequently update their algorithms to improve user experience and provide more relevant search results. However, these updates can significantly impact your website's visibility and ranking if you're not prepared.
2. Lack of Results: Investing time and resources without seeing tangible results can be disheartening. The absence of immediate results often leads businesses to lose faith in their SEO strategies. It's important to remember that SEO is a long-term game that requires patience and consistent effort.
3. Technical Challenges: From site speed issues to complex metadata implementation, technical hurdles can be daunting. Overcoming these challenges is crucial for SEO success, as technical issues can hinder your website's performance and user experience.
4. Keyword Competition: Fierce competition for top keywords can make it hard to rank effectively. Businesses often struggle to find the right balance between targeting high-traffic keywords and finding less competitive, niche keywords that can still drive significant traffic.
5. Lack of Understanding of SEO Basics: Many businesses dive into the complex world of SEO without fully grasping the fundamental principles. This lack of understanding can lead to several issues:
Keyword Awareness: Failing to recognize the importance of keyword research and targeting the right keywords in content.
On-Page Optimization: Ignorance regarding crucial on-page elements such as meta tags, headers, and content structure.
Technical SEO Best Practices: Overlooking essential aspects like site speed, mobile responsiveness, and crawlability.
Backlinks: Not understanding the value of high-quality backlinks from reputable sources.
Analytics: Failing to track and analyze data prevents businesses from optimizing their SEO efforts effectively.
6. Unrealistic Expectations and Timeframe: Entrepreneurs often fall prey to the allure of quick fixes and overnight success. Unrealistic expectations can overshadow the reality of the time and effort needed to see tangible results in the highly competitive digital landscape. SEO is a long-term strategy, and setting realistic goals is crucial for success.
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Introduction occlusion
1. Introduction Culling.
In 3D rendering, the term culling describes the early rejection of objects of any kind (objects, draw
calls, triangles, and pixels) that do not contribute to the final image or 3D configurator. There are
many techniques that reject objects at different stages of the rendering pipeline. Some of these
techniques are performed entirely in software on the GPU, others are hardware-based (GPU), and
still others are integrated into the graphics card. It is helpful to understand all these techniques in
order to achieve good performance. To keep the processing effort as low as possible, it is better to
select early and select more. On the other hand, the culling itself should not cost too much power
and memory. To ensure good performance, we automatically balance the system. This leads to
better performance, but also makes the system properties more difficult to understand.
As a rule, the engine culling takes place on the Draw Call level or with several Draw Calls. We
don’t go to the triangle level or even further, as this is often not efficient. This means that it can be
useful to divide large objects into several parts so that not all parts have to be rendered together.
No static culling techniques.
We deliberately avoid static techniques such as prepared PVS (Potential Visibility Tests), which
were common in early 3D engines. The big advantage of PVS is the very low cost of runtime
performance, but with modern computers this is less problematic. The PVS is usually created in a
time-consuming pre-processing step, which is bad for production in modern game worlds. The
gameplay often requires dynamic geometry updates (e.g. opening/closing doors, destroying
buildings) and the static nature of a PVS is not very suitable for this. By avoiding PVS and similar
precalculated techniques we can even save some space, which is very valuable on consoles.
Portals.
Another popular approach besides PVS are portals. Portals are usually hand placed, flat, convex 2D
objects. The idea is that when a portal is visible, the world section behind the portal must be
rendered. If the world section is considered visible, the geometry can be further tested as the portal
2. shape or the intersection of several portals allows higher culling. By separating world sections with
portals, designers can create efficient layers. Good portal positions are located in narrow areas such
as doors and for performance it is beneficial to create environments where portals remove a lot of
content. There are algorithms for automatically placing portals, but it is likely that the resulting
level of performance will be less optimal if designers are not involved in the optimization process.
Hand-placed portals avoid time-consuming pre-processing steps, consume little additional memory,
and allow some dynamic updates. Portals can be turned on and off, and some engines even
implement special effects with portals (e.g. mirrors, transporters). In CryEngine only portals are
used to improve rendering performance. We decided not to extend the use of portals to make the
code and portal workflow simple and efficient. Portals have their advantages, but it requires
additional effort from designers and often it is difficult to find good portal positions. Open
environments such as cities or pure nature often do not allow efficient portal usage. Portals are
supported by CryEngine, but should only be used where they work better than the coverage buffer.
Anti-portals.
The portal technology can be extended by the opposite of portals, which are generally referred to as
anti-portals. The objects that are often convex in 2D or 3D can close other portals. Imagine a large
column in a room with several doors leading to other rooms. This is a difficult case for classic
portals, but the typical use case for anti-portals. Anti portals can be implemented with geometric
intersections of objects, but this method has problems with merging multiple anti portals and
efficiency suffers. Instead of geometric anti-portals, we have the cover buffer, which serves the
same purpose but has better properties.
GPU Z Test.
In modern graphics cards, the Z buffer is used to solve the hidden interface problem. Here is a
simple explanation: For each pixel on the screen, the so-called Z or depth value is stored, which
represents the distance of the camera to the next geometry at this pixel position. All renderable
objects must consist of triangles. All pixels covered by the triangles perform a Z comparison (Z
buffer vs. Z value of the triangle) and depending on the result, the triangle pixel is discarded or not.
This elegantly solves the problem of removing hidden surfaces even from overlapping objects. The
already mentioned problem of occluder fusion is solved without further effort. The Z-test is quite
late in the rendering pipeline, which means that many engine setup costs (e.g. skinning, shader
constants) are already done.
In some cases it allows to avoid pixel shader execution or frame buffer blending, but its main
purpose is to solve the problem of hidden surfaces, culling is a side effect. By roughly sorting
objects from front to back, culling performance can be improved. The early Z-pass technique
(sometimes referred to as Z-pre-pass) makes this less indispensable, as the first pass is explicitly
quickly aligned to per-pixel performance. Some hardware even runs at double speed when color
writing is disabled. Unfortunately, we have to output data there to set up the G-buffer data for
delayed lighting.
The Z buffer precision is influenced by the pixel format (24bit), the Z buffer area and in a very
extreme (non-linear) way by the Z near value. The Z Near value defines how close an object can be
to the viewer before it is cut away. By halving the Z Near (e.g. from 10cm above 5cm) you
effectively halve the accuracy of the Z buffer. This has no effect on most object renderings, but
decals are often rendered correctly because their Z value is slightly smaller than the surface beneath
them. It’s a good idea not to change the Z near at runtime.
3. GPU Z Cull / HiZ.
Efficient Z buffer implementations in the GPU cull fragments (pixels or multiple-sampled
subsamples) in coarser blocks at an earlier time. This helps to reduce the execution of pixel shaders.
There are many conditions required to enable this optimization, and seemingly harmless renderer
changes can easily break this optimization. The rules are complicated and depend on the graphics
card.
GPU occlusion queries.
The occlusion query function of modern graphics cards allows the CPU to retrieve information
about previously performed Z buffer tests. This function can be used to implement more advanced
culling techniques. After rendering some occluders (preferably from front to back, first large
objects), objects (occludees) can be tested for visibility. The graphics hardware makes it possible to
test multiple objects efficiently, but there is a big problem. Since the entire rendering is heavily
buffered, the information whether an object is visible is delayed by a long time (up to several
frames). This is unacceptable because it means either very bad states (frame rate couplings), bad
frame rate in general, or for a while invisible objects where they shouldn’t be.
For some hardware/drivers, this latency problem is less severe than for others, but a delay of about
one frame is about the best there is. This also means that we can’t perform efficient hierarchical
tests efficiently, e.g. when a closed box is visible and then perform fine-grained tests with
subdivisions. The Occlusion test functionality is implemented in the engine and is currently used for
ocean rendering. We even use the number of visible pixels to scale the update frequency of the
reflection. Unfortunately, we can also have the situation that the ocean is not visible for one or two
images due to fast position changes of the view. This happened in Crysis, for example, when the
player left the submarine.
Software Coverage Buffer (cbuffer).
The Z buffer performance depends on the number of triangles, the number of vertices and the
number of covered pixels. This is all very fast on graphics hardware and would be very slow on the
CPU. However, the CPU wouldn’t have the latency problem of occlusion queries and modern CPUs
get faster. So we did a software implementation on the CPU called “Coverage Buffer”. To achieve
good performance, we use simplified Occluder and Occludees. Artists can add a few occluder
triangles to well occluding objects and we test for the occlusion of the object boundary box.
Animated objects are not considered. We also use a lower resolution and hand-optimized code for
the triangle grid. The result is a rather aggressively optimized set of objects that need to be
rendered. It’s possible that an object is occuled even though it should still be visible, but this is very
rare and often due to a bad asset (e.g. the occluder polygon is slightly larger than the object). We
decided to prefer performance, efficiency and simplicity of code over correctness.
Cover buffer with Z buffer readback.
On some hardware (PlayStation 3, Xbox360) we can efficiently copy the Z buffer into main
memory and perform coverage buffer tests. This still leads to the same latency problems, but
integrates well into the software implementation of the cover buffer and is efficient when used for
many objects. This method introduces a frame delay, so for example fast rotations can be a problem.
Backface Culling.
4. Normally Backface Culling is a piece of cake for graphic programmers. Depending on the triangle
orientation (clockwise or counterclockwise with respect to the viewer) the hardware does not have
to represent the rear triangles and we get some acceleration. Only for some alpha blended objects or
special effects we need to disable backface culling. With the PS3, this issue needs to be
reconsidered. The GPU performance in processing nodes or retrieving nodes can be a bottleneck
and the good connection between the SPUs and the CPU makes it possible to create data on
demand. The effort for SPU transformation and triangle testing can be worthwhile. An efficient
CPU implementation could perform frustum culling by combining small triangles, backface culling,
mesh skinning, and even lighting. However, this is not an easy task. In addition to maintaining this
PS3-specific code path, the mesh data must be available in CPU memory. At the time of writing this
article, we haven’t done this optimization yet because memory is scarce. We might reconsider this
once we have efficient streaming from CPU to memory (code that uses this data may have to do
with frame latency).
Conditional rendering.
The occlusion query function could be used for another culling technique. Many draw calls must be
made in multiple passes and subsequent passes could be avoided if the previous pass had been
fetched. This requires a lot of occlusion queries and accounting effort. On most hardware, this
would not pay off, but our PS3 renderer implementation can access data structures at a very low
level, so the overhead is lower.
Heightmap raycasting.
Heightmaps enable efficient ray cast tests. With these objects in the vicinity, the ground hidden
behind a terrain can be cleared. This culling technique has been available since CryEngine 1, but
now that we have many other methods and store the heightmap data in compressed form, the
technique has become less efficient. This is all the more true when you consider the changes that
have taken place in the hardware since then. Over time, the computing power increased faster than
the memory power. This culling technique can be replaced by others over time.
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