These slides are a portion of the lecture on "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice" at Siggraph 2015. The whole course is available on the tri-Ace web site. All of the Silicon Studio slides are available from our web site.
Silicon Studio: http://www.siliconstudio.co.jp/rd/presentations/
tri-Ace: http://research.tri-ace.com/s2015.html
このスライドはSIGGRAPH2015のCourse「Real-Time Rendering of Physically Based Optical Effects in Theory and Practice」の講演資料の一部です。Course全体のスライドはトライエースのWebサイトに掲載されています。元のスライドデータは、シリコンスタジオまたはトライエースのWebサイトからダウンロードできます。
シリコンスタジオ:http://www.siliconstudio.co.jp/rd/presentations/
トライエース:http://research.tri-ace.com/s2015.html
Subtle Anamorphic Lens Effects - Real-time Rendering of Physically Based Opt...Silicon Studio Corporation
These slides are a portion of the lecture on "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice" at Siggraph 2015. The whole course is available on the tri-Ace web site. All of the Silicon Studio slides are available from our web site.
Silicon Studio: http://www.siliconstudio.co.jp/rd/presentations/
tri-Ace: http://research.tri-ace.com/s2015.html
このスライドはSIGGRAPH2015のCourse「Real-Time Rendering of Physically Based Optical Effects in Theory and Practice」の講演資料の一部です。Course全体のスライドはトライエースのWebサイトに掲載されています。元のスライドデータは、シリコンスタジオまたはトライエースのWebサイトからダウンロードできます。
シリコンスタジオ:http://www.siliconstudio.co.jp/rd/presentations/
トライエース:http://research.tri-ace.com/s2015.html
Making Your Bokeh Fascinating - Real-time Rendering of Physically Based Opti...Silicon Studio Corporation
These slides are a portion of the lecture on "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice" at Siggraph 2015. The whole course is available on the tri-Ace web site. All of the Silicon Studio slides are available from our web site.
Silicon Studio: http://www.siliconstudio.co.jp/rd/presentations/
tri-Ace: http://research.tri-ace.com/s2015.html
このスライドはSIGGRAPH2015のCourse「Real-Time Rendering of Physically Based Optical Effects in Theory and Practice」の講演資料の一部です。Course全体のスライドはトライエースのWebサイトに掲載されています。元のスライドデータは、シリコンスタジオまたはトライエースのWebサイトからダウンロードできます。
シリコンスタジオ:http://www.siliconstudio.co.jp/rd/presentations/
トライエース:http://research.tri-ace.com/s2015.html
The document discusses best practices for character rigging in animation production. It recommends keeping the rig simple and tested by animators. Riggers are responsible for working with art directors to ensure the rigged character's anatomy and motion matches the concept art. The character rig uses common modules like IK/FK for the spine, head, arms and legs. It allows for quick rigging and prototyping. Facial animation is based on FACS and loads unique poses in the game. The animation pipeline focuses on efficient workflows like quick load/save of animation and batch processing through Perforce integration.
Subtle Anamorphic Lens Effects - Real-time Rendering of Physically Based Opt...Silicon Studio Corporation
These slides are a portion of the lecture on "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice" at Siggraph 2015. The whole course is available on the tri-Ace web site. All of the Silicon Studio slides are available from our web site.
Silicon Studio: http://www.siliconstudio.co.jp/rd/presentations/
tri-Ace: http://research.tri-ace.com/s2015.html
このスライドはSIGGRAPH2015のCourse「Real-Time Rendering of Physically Based Optical Effects in Theory and Practice」の講演資料の一部です。Course全体のスライドはトライエースのWebサイトに掲載されています。元のスライドデータは、シリコンスタジオまたはトライエースのWebサイトからダウンロードできます。
シリコンスタジオ:http://www.siliconstudio.co.jp/rd/presentations/
トライエース:http://research.tri-ace.com/s2015.html
Making Your Bokeh Fascinating - Real-time Rendering of Physically Based Opti...Silicon Studio Corporation
These slides are a portion of the lecture on "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice" at Siggraph 2015. The whole course is available on the tri-Ace web site. All of the Silicon Studio slides are available from our web site.
Silicon Studio: http://www.siliconstudio.co.jp/rd/presentations/
tri-Ace: http://research.tri-ace.com/s2015.html
このスライドはSIGGRAPH2015のCourse「Real-Time Rendering of Physically Based Optical Effects in Theory and Practice」の講演資料の一部です。Course全体のスライドはトライエースのWebサイトに掲載されています。元のスライドデータは、シリコンスタジオまたはトライエースのWebサイトからダウンロードできます。
シリコンスタジオ:http://www.siliconstudio.co.jp/rd/presentations/
トライエース:http://research.tri-ace.com/s2015.html
The document discusses best practices for character rigging in animation production. It recommends keeping the rig simple and tested by animators. Riggers are responsible for working with art directors to ensure the rigged character's anatomy and motion matches the concept art. The character rig uses common modules like IK/FK for the spine, head, arms and legs. It allows for quick rigging and prototyping. Facial animation is based on FACS and loads unique poses in the game. The animation pipeline focuses on efficient workflows like quick load/save of animation and batch processing through Perforce integration.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
The document discusses light pre-pass (LPP) rendering techniques for deferred shading. LPP involves splitting rendering into a geometry pass to store surface properties, a lighting pass to store lit scene data in a light buffer, and a final pass to combine the information. The document describes optimizations for LPP on various hardware, including techniques for efficient light culling and storing data. It also discusses approaches for implementing multisample anti-aliasing with LPP.
The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.
UE4のライトビルドシステムであるライトマスの設定が内部アルゴリズムにどのように影響するかをイラストにてなるべくかみ砕いて説明しております。
内部アルゴリズムの詳しい挙動は本公演のVol1を参考にしてください。
https://www.slideshare.net/EpicGamesJapan/lightmass-deep-dive-2018-vol1-lightmasslightmap
※こちらは2016年に行った"Lightmass Deep Dive"の2018年度版になります。
Original Slide: https://www.slideshare.net/EpicGamesJapan/lightmass-lightmap-epic-games-japan
(Epic Games Japan: 篠山範明)
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
The document describes the process of building a voxel directional-occlusion graph (voxel DAG) from a shadow map captured on the GPU. It involves capturing the shadow map on the GPU and transmitting it to system memory, then computing minimum and maximum depth values at each mip level. A voxel DAG is constructed from the shadow data to represent lit and shadowed regions of the scene. Pseudocode is provided for building the root and subnodes of the voxel DAG in C#.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...Takahiro Harada
This document introduces bidirectional path tracing (BDPT) and its implementation using OpenCL. It begins with an overview of the talk, which will cover the basics of path tracing, transforming it to BDPT, different BDPT algorithms, and integrating BDPT into an engine. It then reviews path tracing and its limitations, including slow convergence and noise. It discusses how importance sampling and BDPT can help address these issues by making each path tracing step less noisy. The document provides background on techniques like random sampling, importance sampling of BRDFs, and when each approach is most efficient.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
UE4は4.19からInput Latencyの改善を行える設定が加わりました。
https://docs.unrealengine.com/ja/Platforms/LowLatencyFrameSyncing/index.html
その設定が実際どのようなことをしているのか質問されることが多かったため、今回簡単にですがドキュメトにまとめてみました。各スレッドの並列動作を理解する必要があり事前説明がちょいと長いのですが、ご参考になれば幸いです。
(Epic Games Japan Support Manager 篠山範明)
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
Recipes for Optical Effect System Design - Real-time Rendering of Physically...Silicon Studio Corporation
This document provides guidance on parameters for simulating optical effects in a physically plausible way. It discusses using parameters based on optics and photography to avoid unnatural results. Key topics covered include handling depth of field, focus breathing, variable maximum apertures of zoom lenses, and the law of reciprocity in optics. The document recommends automatically controlling parameters that vary due to lens mechanisms and selectively applying the law of reciprocity based on objectives.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
The document discusses light pre-pass (LPP) rendering techniques for deferred shading. LPP involves splitting rendering into a geometry pass to store surface properties, a lighting pass to store lit scene data in a light buffer, and a final pass to combine the information. The document describes optimizations for LPP on various hardware, including techniques for efficient light culling and storing data. It also discusses approaches for implementing multisample anti-aliasing with LPP.
The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.
UE4のライトビルドシステムであるライトマスの設定が内部アルゴリズムにどのように影響するかをイラストにてなるべくかみ砕いて説明しております。
内部アルゴリズムの詳しい挙動は本公演のVol1を参考にしてください。
https://www.slideshare.net/EpicGamesJapan/lightmass-deep-dive-2018-vol1-lightmasslightmap
※こちらは2016年に行った"Lightmass Deep Dive"の2018年度版になります。
Original Slide: https://www.slideshare.net/EpicGamesJapan/lightmass-lightmap-epic-games-japan
(Epic Games Japan: 篠山範明)
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
The document describes the process of building a voxel directional-occlusion graph (voxel DAG) from a shadow map captured on the GPU. It involves capturing the shadow map on the GPU and transmitting it to system memory, then computing minimum and maximum depth values at each mip level. A voxel DAG is constructed from the shadow data to represent lit and shadowed regions of the scene. Pseudocode is provided for building the root and subnodes of the voxel DAG in C#.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using Open...Takahiro Harada
This document introduces bidirectional path tracing (BDPT) and its implementation using OpenCL. It begins with an overview of the talk, which will cover the basics of path tracing, transforming it to BDPT, different BDPT algorithms, and integrating BDPT into an engine. It then reviews path tracing and its limitations, including slow convergence and noise. It discusses how importance sampling and BDPT can help address these issues by making each path tracing step less noisy. The document provides background on techniques like random sampling, importance sampling of BRDFs, and when each approach is most efficient.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
UE4は4.19からInput Latencyの改善を行える設定が加わりました。
https://docs.unrealengine.com/ja/Platforms/LowLatencyFrameSyncing/index.html
その設定が実際どのようなことをしているのか質問されることが多かったため、今回簡単にですがドキュメトにまとめてみました。各スレッドの並列動作を理解する必要があり事前説明がちょいと長いのですが、ご参考になれば幸いです。
(Epic Games Japan Support Manager 篠山範明)
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
Recipes for Optical Effect System Design - Real-time Rendering of Physically...Silicon Studio Corporation
This document provides guidance on parameters for simulating optical effects in a physically plausible way. It discusses using parameters based on optics and photography to avoid unnatural results. Key topics covered include handling depth of field, focus breathing, variable maximum apertures of zoom lenses, and the law of reciprocity in optics. The document recommends automatically controlling parameters that vary due to lens mechanisms and selectively applying the law of reciprocity based on objectives.
1) The document discusses various types of optical aberrations including monochromatic and chromatic aberration. 2) For monochromatic aberration, it describes five types: spherical aberration, coma, astigmatism, field curvature and distortion. 3) Chromatic aberration occurs due to unequal refraction of different wavelengths of light, resulting in longitudinal and transverse chromatic aberration. 4) Various techniques are discussed to reduce optical aberrations such as using achromatic lens systems and aspheric surfaces.
This document discusses various optical and technical aspects of camera lenses, including:
1) It defines focal length as the distance between a lens and the point where light passing through converges, known as the focal point. Shorter focal lengths provide wide-angle views while longer focal lengths provide magnified close-up views.
2) F-number and f-stop are defined, with f-number indicating the maximum light a lens can admit and f-stop indicating light levels at smaller iris openings. Smaller f-numbers and f-stop numbers admit more light.
3) The relationship between aperture, focal length, and depth of field is explained. Smaller apertures provide deeper depth of field while
This document discusses different types of intraocular lenses (IOLs) used to correct presbyopia. It begins by explaining that monofocal IOLs only correct far vision and do not provide near vision correction without glasses. It then describes multifocal IOLs, including bifocal and trifocal lenses, which aim to provide both near and far vision corrections simultaneously. The document discusses key principles and technologies used in multifocal IOLs, specifically refractive lenses with multiple zones, diffractive lenses using interference patterns, and apodized diffractive lenses. It provides details on specific IOL models and compares technologies between traditional bifocal, trifocal, and newer trifocal lenses.
This document discusses various properties of cameras and the image formation process. It covers topics like interior orientation, pinhole cameras, lenses, perspective projection, image digitization, focal length, depth of field, geometric distortions, chromatic aberration, and spatial resolution. Camera calibration is presented as a way to model lens distortions and derive intrinsic camera parameters. The relationship between aperture size and the resulting airy disk is demonstrated through examples.
This document discusses various types of optical aberrations including monochromatic and chromatic aberrations. Monochromatic aberrations include spherical aberration, which causes rays passing through the periphery of a lens to focus differently than central rays. Coma causes off-axis object points to have disparate focal lengths. Chromatic aberration results in different wavelengths of light focusing at different distances, with blue light focusing closer than red light. The human eye exhibits these aberrations but various anatomical features help reduce their effects on vision.
This document provides definitions and explanations of various optical terminology related to light passing through a lens, including:
- Dispersion, refraction, diffraction, reflection, focal point, focal length, principal point, image circle, aperture ratio, numerical aperture, optical axis, and more. It discusses concepts such as entrance pupil, exit pupil, angular aperture, and how they relate to lens performance. The document also covers topics like vignetting, the cosine law, and flare. Overall, it serves as a comprehensive reference for understanding optical and photographic lens terminology.
Basics of clinical optics and their application in clinical ophthalmology. Introduction to principles of interaction of light and its travel through different media. The basic principles, objectives and methods of ophthalmic instruments are also explained.
This document discusses various types of optical aberrations including chromatic aberration, spherical aberration, oblique astigmatism, and coma. It explains how each aberration occurs in optical systems and lenses. It also describes how the human eye corrects for these aberrations through mechanisms like the aplanatic corneal surface and retinal shape. Chromatic aberration is corrected in optical lenses using achromatic lenses made of materials with different dispersive properties. Spherical aberration and coma are reduced by limiting the optical zone or using aspheric surfaces.
This document provides an overview of optical telescope design, including the principles of geometric optics, physical optics, and common telescope types. It discusses key optical elements and parameters such as mirrors, lenses, stops, pupils, focal length, and aberrations. Common telescope designs covered include Newtonian, Cassegrain, Schmidt-Cassegrain, and Maksutov-Cassegrain configurations. The document also briefly describes alt-az and Dobsonian mount types.
Aberration in optics refers to a defect in a lens such that light is not focused to a point, but is spread out over some region of space, and hence an image formed by a lens with aberration is blurred or distorted.
This document provides information about progressive additional lenses (PALs). It discusses the history of PALs dating back to 1907. It describes the construction of PALs including the distance, intermediate, and near zones. The document outlines important markings on PALs and explains the optical design considerations like add power, corridor length, and zone widths. It also discusses different PAL designs, advantages and disadvantages of PALs, limitations of PALs, how to measure and re-mark PALs, fitting considerations, and popular PAL brands available.
This document provides an overview of macro photography techniques. It discusses various macro equipment options like macro lenses, extension tubes, close-up filters, and bellows. It covers factors to consider like shallow depth of field, plane of focus, working distance, and lighting. The document provides tips on manual focus, background brightness, and using off-camera flash. Finally, it suggests various macro subjects and demonstrates a technique for increasing depth of field in post-processing by auto-aligning and blending multiple images.
Basic principles of photography. David Capel. 346B IST.
Latin “Camera Obscura” = “Dark Room”
Light passing through a small hole produces an inverted image on the opposite wall
Bifocal lenses have two optical powers, one for distance vision and one for near vision. They are useful for presbyopia. There are several types of bifocal lenses including round, flat-top, and executive styles. Benjamin Franklin is credited with inventing the first bifocal lens in the late 18th century by cutting a single lens in half. Modern bifocals are manufactured using various techniques like fusing, cementing, or making from a single piece of plastic or glass. Proper positioning and design of the near segment is important to reduce issues like image jump and chromatic aberration. Bifocals come in many styles and materials to best suit individual needs and prescription requirements.
This document discusses different types of lenses used in ophthalmology. It describes spherical lenses and how they are either convex or concave, forming converging or diverging images. It also discusses astigmatic lenses, including cylindrical lenses which have one curved and one plane surface, and toric lenses which have two curved surfaces of different curvatures. The key concepts of focal length, power, vergence, and magnification of lenses are defined.
A survey of some unusual telescope designs. One has a 20 meter diameter f/1.0 spherical primary mirror while others are suitable for amateur astronomers to make.
This document discusses different types of lenses and their properties. It describes thin lenses and how they have two refracting surfaces that are close enough together that the distance between them can be neglected. It explains that a converging lens, also called a convex lens, causes parallel rays of light to converge to a focal point and form a real image. A diverging lens, also called a concave lens, causes parallel rays to diverge after passing through it. The document provides examples of how to use the graphical method to calculate image location and size for different lens types and object positions.
In mobile social games, reducing user attrition, i.e. churn, is decisive to increase player retention and rise revenues. Survival analysis focuses on predicting the time of occurrence of a certain event and efficiently deals with the censored data problem, which is in the nature of churn. However, due to the inflexibility of the traditional survival statistical algorithms, the accuracy achieved is often poor. In contrast, novel ensemble learning techniques, increasingly popular in a variety of scientific fields, provide high-class prediction results.
In this talk, we present a survival ensemble model which provides a comprehensive analysis together with an accurate prediction of churn for each player, as a function of time and game level. Firstly, we describe that churn prediction by survival ensembles significantly improves the accuracy and robustness of traditional analyses. Secondly, we discuss these results in the framework of Game Data Science as a Service. The goal of Silicon Studio is to Democratize Game Data Science. Hence, the proposed method is able to make predictions in an operational business environment and easily adapts to different kinds of games, players, and therefore distributions of the data. We focus on a flexible technique that does not need a previous manipulation of the data and that is able to deal efficiently with the temporal dimension of the churn prediction problem.
Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using ...Silicon Studio Corporation
Reducing user attrition, i.e. churn, is a broad challenge faced by several industries. In mobile social games, decreasing churn is decisive to increase player retention and rise revenues. Churn prediction models allow to understand player loyalty and to anticipate when they will stop playing a game. Thanks to these predictions, several initiatives can be taken to retain those players who are more likely to churn. Survival analysis focuses on predicting the time of occurrence of a certain event, churn in our case. Classical methods, like regressions, could be applied only when all players have left the game. The challenge arises for datasets with incomplete churning information for all players, as most of them still connect to the game. This is called a censored data problem and is in the nature of churn. Censoring is commonly dealt with survival analysis techniques, but due to the inflexibility of the survival statistical algorithms, the accuracy achieved is often poor. In contrast, novel ensemble learning techniques, increasingly popular in a variety of scientific fields, provide high-class prediction results. In this work, we develop, for the first time in the social games domain, a survival ensemble model which provides a comprehensive analysis together with an accurate prediction of churn. For each player, we predict the probability of churning as function of time, which permits to distinguish various levels of loyalty profiles. Additionally, we assess the risk factors that explain the predicted player survival times. Our results show that churn prediction by survival ensembles significantly improves the accuracy and robustness of traditional analyses, like Cox regression.
Generative AI Use cases applications solutions and implementation.pdfmahaffeycheryld
Generative AI solutions encompass a range of capabilities from content creation to complex problem-solving across industries. Implementing generative AI involves identifying specific business needs, developing tailored AI models using techniques like GANs and VAEs, and integrating these models into existing workflows. Data quality and continuous model refinement are crucial for effective implementation. Businesses must also consider ethical implications and ensure transparency in AI decision-making. Generative AI's implementation aims to enhance efficiency, creativity, and innovation by leveraging autonomous generation and sophisticated learning algorithms to meet diverse business challenges.
https://www.leewayhertz.com/generative-ai-use-cases-and-applications/
Prediction of Electrical Energy Efficiency Using Information on Consumer's Ac...PriyankaKilaniya
Energy efficiency has been important since the latter part of the last century. The main object of this survey is to determine the energy efficiency knowledge among consumers. Two separate districts in Bangladesh are selected to conduct the survey on households and showrooms about the energy and seller also. The survey uses the data to find some regression equations from which it is easy to predict energy efficiency knowledge. The data is analyzed and calculated based on five important criteria. The initial target was to find some factors that help predict a person's energy efficiency knowledge. From the survey, it is found that the energy efficiency awareness among the people of our country is very low. Relationships between household energy use behaviors are estimated using a unique dataset of about 40 households and 20 showrooms in Bangladesh's Chapainawabganj and Bagerhat districts. Knowledge of energy consumption and energy efficiency technology options is found to be associated with household use of energy conservation practices. Household characteristics also influence household energy use behavior. Younger household cohorts are more likely to adopt energy-efficient technologies and energy conservation practices and place primary importance on energy saving for environmental reasons. Education also influences attitudes toward energy conservation in Bangladesh. Low-education households indicate they primarily save electricity for the environment while high-education households indicate they are motivated by environmental concerns.
Digital Twins Computer Networking Paper Presentation.pptxaryanpankaj78
A Digital Twin in computer networking is a virtual representation of a physical network, used to simulate, analyze, and optimize network performance and reliability. It leverages real-time data to enhance network management, predict issues, and improve decision-making processes.
Blood finder application project report (1).pdfKamal Acharya
Blood Finder is an emergency time app where a user can search for the blood banks as
well as the registered blood donors around Mumbai. This application also provide an
opportunity for the user of this application to become a registered donor for this user have
to enroll for the donor request from the application itself. If the admin wish to make user
a registered donor, with some of the formalities with the organization it can be done.
Specialization of this application is that the user will not have to register on sign-in for
searching the blood banks and blood donors it can be just done by installing the
application to the mobile.
The purpose of making this application is to save the user’s time for searching blood of
needed blood group during the time of the emergency.
This is an android application developed in Java and XML with the connectivity of
SQLite database. This application will provide most of basic functionality required for an
emergency time application. All the details of Blood banks and Blood donors are stored
in the database i.e. SQLite.
This application allowed the user to get all the information regarding blood banks and
blood donors such as Name, Number, Address, Blood Group, rather than searching it on
the different websites and wasting the precious time. This application is effective and
user friendly.
Applications of artificial Intelligence in Mechanical Engineering.pdfAtif Razi
Historically, mechanical engineering has relied heavily on human expertise and empirical methods to solve complex problems. With the introduction of computer-aided design (CAD) and finite element analysis (FEA), the field took its first steps towards digitization. These tools allowed engineers to simulate and analyze mechanical systems with greater accuracy and efficiency. However, the sheer volume of data generated by modern engineering systems and the increasing complexity of these systems have necessitated more advanced analytical tools, paving the way for AI.
AI offers the capability to process vast amounts of data, identify patterns, and make predictions with a level of speed and accuracy unattainable by traditional methods. This has profound implications for mechanical engineering, enabling more efficient design processes, predictive maintenance strategies, and optimized manufacturing operations. AI-driven tools can learn from historical data, adapt to new information, and continuously improve their performance, making them invaluable in tackling the multifaceted challenges of modern mechanical engineering.
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELijaia
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
A high-Speed Communication System is based on the Design of a Bi-NoC Router, ...DharmaBanothu
The Network on Chip (NoC) has emerged as an effective
solution for intercommunication infrastructure within System on
Chip (SoC) designs, overcoming the limitations of traditional
methods that face significant bottlenecks. However, the complexity
of NoC design presents numerous challenges related to
performance metrics such as scalability, latency, power
consumption, and signal integrity. This project addresses the
issues within the router's memory unit and proposes an enhanced
memory structure. To achieve efficient data transfer, FIFO buffers
are implemented in distributed RAM and virtual channels for
FPGA-based NoC. The project introduces advanced FIFO-based
memory units within the NoC router, assessing their performance
in a Bi-directional NoC (Bi-NoC) configuration. The primary
objective is to reduce the router's workload while enhancing the
FIFO internal structure. To further improve data transfer speed,
a Bi-NoC with a self-configurable intercommunication channel is
suggested. Simulation and synthesis results demonstrate
guaranteed throughput, predictable latency, and equitable
network access, showing significant improvement over previous
designs
Supermarket Management System Project Report.pdfKamal Acharya
Supermarket management is a stand-alone J2EE using Eclipse Juno program.
This project contains all the necessary required information about maintaining
the supermarket billing system.
The core idea of this project to minimize the paper work and centralize the
data. Here all the communication is taken in secure manner. That is, in this
application the information will be stored in client itself. For further security the
data base is stored in the back-end oracle and so no intruders can access it.
Lenses - Real-time Rendering of Physically Based Optical Effect in Theory and Practice - SIGGRAPH 2015 Course
1. Lenses
Real-time Rendering of Physically Based Optical Effect in Theory and Practice
SIGGRAPH 2015 Course
Masaki Kawase
Silicon Studio, Corp.
masa@siliconstudio.co.jp
5. Optical Aberrations
• Actual lenses do not image ideally
– Imperfect focus
– Image distortion
– Color dispersion
– And more …
5
6. Major Aberrations
• Monochromatic aberrations
– Occur even with single-wavelength rays
– Also known as Seidel's five aberrations
• Chromatic aberrations
– Caused by dispersion
• The separation of visible light into its different colors
• Different refractive indices in multi-wavelength rays
– Caused with multi-wavelength rays but:
• Occurs as blur in monochrome film
• Does not occur in color film with single-wavelength rays
– Such as Sodium-vapor Lamps
6
7. Monochromatic and Chromatic Aberrations
• Monochromatic aberrations (Seidel's five aberrations)
– Spherical Aberration (SA)
– Coma
– Field Curvature
– Astigmatism
– Distortion
• Chromatic aberrations (CA)
– Lateral Chromatic Aberration (CA of Magnification)
– Longitudinal Chromatic Aberration (Axial CA)
7
9. Spherical Aberration
• The focal length deviation of rays parallel to the optical axis
• The aberration is caused by a spherical lens
– Spherical surfaces are:
• Not ideal for lenses
• Commonly used due to the high manufacturability
9
10. Principle of Spherical Aberration
• The farther the rays are from the optical axis,
the closer they intersect the optical axis
10
Focal length of each incident height
Paraxial focal length
Optical axis
Incidentheight
11. Spherical Lens Bokeh
11
Spot diagrams
Front bokeh (sharp-edged) Back bokeh (soft-edged)
Optical axis
Circle of
least confusion
(a.k.a. COLC)
12. Corrections for Spherical Aberration
• Doublet lens
– Pair of convex and concave lenses
– Concave lens aberration cancels convex lens one
– Cannot cancel perfectly
• Triplet lens
– An additional lens to doublet
– Still not perfect, but much better
• Aspherical lens
– Surface is close to ideal
– Expensive to make
– Perfectly remove spherical aberration
12
13. Example of Doublet Lens Correction
• More complicated bokeh than spherical
13
Focal point of each incident height
Circle of least confusion plane
Front bokeh Back bokeh
Optical axis
17. Diagrams and Bokeh
• Closer to vertical line,
better correction
– Sharper focus
– Flatter bokeh
17
Spherical Doublet Triplet Aspherical
Front bokeh
Back bokeh
18. Axial Chromatic Aberration
• Differences of ray wavelengths cause aberration
• Refractive indices differ by wavelengths
18
DrBob, https://en.wikipedia.org/wiki/File:Chromatic_aberration_lens_diagram.svg
20. Bokeh of Axial CA
20
Spot diagrams of marginal rays
Front bokeh Back bokeh
21. Effects of Axial CA
• Front bokeh shows red fringe
• Back bokeh shows blue fringe
• Relatively larger fringe around the focal point
21
Out-of-focus images made by a magnifier
Front bokeh Back bokeh
22. Correction of Axial Chromatic Aberration
• Achromatic lens
– Correction with doublet or triplet etc.
• Coupling of different dispersion property lenses
• Focusable multi-wavelength rays on a single point
• Cannot correct perfectly on all wavelengths
22
23. Apochromatic triplet
Achromatic Lens
• Achromatic lens (Achromat)
– Achromatic doublet etc.
– Focusable two wavelength rays on the
same point
• e.g. red and blue
• Apochromatic lens (APO)
– Apochromatic triplet etc.
– Generally focusable three wavelength rays
• e.g. red, green and blue
23
DrBob, https://commons.wikimedia.org/wiki/File:Lens6b-en.svg
Egmason, https://commons.wikimedia.org/wiki/File:Apochromat_2.svg
24. Example of Achromatic Doublet Correction
• Cannot match all color focal points
– If you match red and blue, you cannot match others (green etc.)
24
Focal plane on each wavelength
25. Example of Achromatic Doublet Bokeh
25
Spot diagram of marginal rays
Front bokeh Back bokeh
27. Correction by Achromatic Doublet
• Doublet also corrects spherical aberration
• Combination bokeh of each character
– Residual aberration of spherical aberration
• Soft / Sharp edge
• Dark center / sharp peak
– Residual aberration of
axial chromatic aberration
• Concentric colored circles
• ⇒Complicated gradation
27
*
=
28. Diagrams and Bokeh with Multiple Wavelengths
28
Doublet lens
Spherical lens
without correction
29. Corrected Bokeh from Aberrations
• Correction by achromatic doublets
– Widely used
– Typical correction example
• Soft purple fringe on front bokeh
• Sharp green fringe on back bokeh
29
Front bokeh in photographs Back bokeh in photographs
32. Is Residual Aberration Visible or Not?
32
Strongly visible
Slightly out of focus
with a large aperture
Large out of focus
with a small aperture
Less visible
Out-of-focus amount
Aperturesize
Focus Blurry
LargeSmall
Smaller bokeh
Larger bokeh
33. Is Residual Aberration Visible or Not? (Cont’d)
• Strongly visible
– Slightly out of focus with a large aperture
• Less visible
– Large out of focus with a small aperture
33
35. Bokeh Characteristics
• Bokeh Characteristics vary by:
– Aberrations
– Residual aberrations
• Different corrections make different characteristics
• Residual aberrations are essentially undesired
– But they are characteristics of real photos
35
38. Multiple-Lens Systems
• Actual optical system is composed of multiple lenses
in order to:
– Correct aberrations
– Zoom
– Reduce focus breathing
– Others
38
39. Multiple-Lens vs. Single-Lens
• More complex aberrations
• Various bokeh characteristics
• Different focus breathing
• Variable maximum aperture
• Optical Vignetting
• And more …
39
40. Focus Breathing
• Focus breathing
– FOV varies when focusing
• Types of focus breathing
– Single Lens
• Focusing by shifting lens or sensor
– Focal length is constant and independent of focus distance
• At close focus, FOV becomes narrower
– In spite of constant focal length
» Extend image distance (between lens and sensor)
» While the F-number is the same, the effective F-number is larger (darker)
– Multiple-lens system
• Breathing varies by the focusing mechanism
40
41. Focal Length, Sensor Size and FOV
• Field of view is often explained as…
– Depends on the ratio of sensor size and focal length
• fov = atan(h / 2f) * 2
• f = h / (tan(fov / 2) * 2)
• fov : field of view
• h : sensor size
• Not accurate
– Accurate only when focusing on infinite distance
41
f
do=∞ di = f
fov
hD
42. Accurate FOV Calculation
• Field of view
– Depends on the ratio of sensor size and image distance
• fov = atan(h / 2di) * 2
• di = h / (tan(fov / 2) * 2)
– Effective calculation only when a lens exists
• fov = atan(h (do - f) / 2do f) * 2
• f = (do h / 2) / (tan(fov / 2) * do + h / 2)
• Effective F-number
– Fe = di / D
– Effective calculation only when a lens exists
• Fe = (1 + M) F
• Fe = (di / f) F
• Focus distance is also required in order to calculate correctly
– If the focal length is constant, FOV becomes narrower with finite focus
Optical magnification ‘M’
M = di / do
M = f / (do – f) = di / f - 1
fov
h
f
do <∞ di > f
D
43. Focusing Mechanisms
• All-Group Focusing / Film-Back Focusing
– Same mechanism as single-lens system
– Used in old lenses
– FOV becomes narrower when close focus
• An Effective F-number becomes decreased
• Front-Group Focusing
– Used in old lenses
– Usually FOV becomes narrower when close focus
• An Effective F-number becomes decreased
• Inner (Internal) / Rear Focusing
– a.k.a. IF / RF
– Used in recent zoom lenses
– Usually FOV becomes wider when close focus (less expensive lenses)
– No-breathing focus (relatively expensive lenses)
• An Effective F-number is constant
43
44. Focusing Mechanism and Breathing Examples
44
All-Group / Film-Back Focusing
FOV becomes narrower
f
do di
fov
h
Inner Focusing (expensive lens)
No breathing
Focal length becomes shrunk
Infinite focus
Close focus
fov
h
f
do di
f
do=∞ di =f
fov
h
f
do=∞ di =f
fov
h
45. Focusing Mechanism and Breathing Examples
45
f=3
do=∞ di=3=f
fov
h
f=2
do=6=3f di=3=1.5f
fov
h
f=3
do=∞ di=3=f
fov
h
M = di / do = 1.0 M = di / do = 0.5
fov
h
f=3
do=6=2f di=6=2f
Infinite focus
Focus on 2f
Shift sensor to backward 2f (or shift lens)
Focal length is constant
Effective F-number becomes darker
Image distance is fixed
Focal length is shrunk to 66.7%
FOV and Effective F-number are constant
46. Focusing Mechanism and Breathing Examples
46
Typical Inner Focusing
FOV becomes wider
Focal length is largely shrunk
f
do di
fov
h
All-Group / Film-Back Focusing
FOV becomes narrower
Infinite focus
Close focus
fov
h
f
do di
f
do=∞ di =f
fov
h
f
do=∞ di =f
fov
h
47. Focal length is shrunk to 40% in this case
Image distance is also shrunk to 50%
FOV becomes wider
Focusing Mechanism and Breathing Examples
47
fov
h
f=3
do=6=2f di=6=2f
f=3
do=∞ di=3=f
fov
h
f=1.2
do=6=5f di=1.5=1.25f
fov
h
f=3
do= ∞ di=3=f
fov
h
M = di / do = 1.0 M = di / do = 0.25
Infinite focus
Focus on 2f
Shift sensor to backward 2f (or shift lens)
Focal length is constant
Effective F-number becomes darker
48. Variable Aperture Zoom Lenses
48
Narrow (60mm)
Maximum aperture is f/4.0
Wide (12mm)
Maximum aperture is f/2.8
49. Effective Aperture Diameter ‘D’
• Diameter of “Entrance Pupil”
– Virtual image of the aperture as seen from the front
– NOT a physical aperture diameter
49
Effective aperture
diameter
50. Zooming Varies Virtual Image Diameter
• To keep the exposure, narrower FOV requires larger diameter
D = f / F
50
Wide (12mm) f/2.8
D = 12/2.8 = ~4.2mm
Φ~4.2mm
Narrow (60mm) f/4
D = 60/4 = 15mm
Φ15mm
Zoom lens
12-60mm F2.8-4.0
51. Zoom Lens Types
• Fixed Aperture Zoom Lens
– Minimum F-number is constant over the entire zoom range
– Effective diameter is proportional to focal length (D = f / F)
• Variable Aperture Zoom Lens
– Minimum F-number becomes larger as the FOV becomes narrower
– Effective diameter is not proportional to focal length
51
Narrow (60mm)
f/4.0
Wide (12mm)
f/2.8
*Note that the “Minimum F-number”
means the “Maximum Aperture”
53. Tendency of Actual Lenses
• Lower magnification zoom
• More expensive “Brighter lens”
• Higher magnification zoom
• Less expensive “Darker lens”
Minimum F-number
varies a little
Minimum F-number
varies a lot
53
55. Conclusion
• Actual lenses have various aberrations
– Many solutions correct aberrations
– Aberrations cannot be completely corrected
• Residual aberrations give bokeh its character
• Bokeh is rich in variety
– Different corrections show different representations
– Color fringes and gradation vary between front and back bokeh
– Conspicuousness: smaller out-of-focus > larger out of focus
55
56. Conclusion (cont’d)
• Actual optical system is composed of multiple lenses
in order to:
– Correct aberrations
– Zoom
– Reduce focus breathing
• Many phenomena do not conform to single lens rules
– Different focus breathing
– Different zooming aperture varying
56
by different mechanisms
57. References
• Kawase, M. “Camera, Optics Theory and Post Effects for Renderists.” Computer Entertainment Developers
Conference, 2007.
• Kawase, M. “Optics Knowledge to Achieve Attractive Images.” Computer Entertainment Developers
Conference, 2010.
• Trávník, J. “On Bokeh.” Jakub Trávník's resources. http://jtra.cz/stuff/essays/bokeh/index.html
• 安藤幸司 『光と光の記録「レンズ編」』 AnfoWorld http://www.anfoworld.com/LensMF.html
• 吉田正太郎(1997)『カメラマンのための写真レンズの科学』地人書館.
• 永田信一(2002)『図解 レンズがわかる本』日本実業出版社.
57