This document discusses techniques for lighting and tonemapping in 3D graphics, including:
1. Gamma/linear-space lighting - Accounting for the gamma curve of monitors by converting textures and lighting calculations to/from linear and gamma space.
2. Filmic tonemapping - Simulating the adaptiveness and dynamic range of the human eye through tonemapping techniques to compress high dynamic range images for display.
3. Examples are given of the visual differences between correct and incorrect gamma handling, as well as comparisons of linear vs. gamma color ramps and exposure adjustments. Key points are made about which map types should use linear vs. gamma color spaces.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
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.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
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.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyGuerrilla
This session describes many of the SPU techniques used in the engine used to develop KILLZONE 2 for the PlayStation 3. It first focuses on individual techniques for SPU's as well as covering how these techniques work together in the game engine each frame.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
COM2304: Intensity Transformation and Spatial Filtering – I (Intensity Transf...Hemantha Kulathilake
At the end of this lesson, you should be able to;
describe spatial domain of the digital image.
recognize the image enhancement techniques.
describe and apply the concept of intensity transformation.
express histograms and histogram processing.
describe image noise.
characterize the types of Noise.
describe concept of image restoration.
Analyzing color imaging failure on consumer-grade camerasSaiTedla1
There are many efforts to employ consumer-grade cameras for home-based health and wellness monitoring. Such applications rely on users to capture images for analysis using their personal cameras in a home environment. When color is a primary feature for diagnostic algorithms, the camera requires calibration to ensure accurate color measurements. Given the importance of these diagnostic tests for the users’ health and well-being, it is important to understand the conditions in which color calibration may fail. To this end, we analyzed a wide range of camera sensors and environmental lighting to determine (1) how often color calibration failure is likely to occur and (2) the underlying reasons for failure. Our analysis shows that it is rare to encounter a camera sensor and lighting condition combination that results in color imaging failure. Moreover, when color imaging does fail, the cause is almost always attributed to spectral poor environmental lighting and not the camera sensor. We believe this finding is useful for scientists and engineers developing color-based applications for use with consumer-grade cameras.
Upcoming rendering technology including scriptable render pipelines, advanced lighting options and more.
Presenter: Arisa Scott (Graphis Product Manager, Unity Technologies)
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
3. Skeletons in the Closet
• Used to work for EA Black Box (Vancouver)
• Ucap Project
• I.e. Tiger Woods's Face
• Also used to work for EA Los Angeles
• LMNO (Spielberg Project)
• Not PQRS (Boom Blox)
• Now at Naughty Dog
• Uncharted 2
5. Gamma
• Mostly solved in Film Industry after lots of kicking and
screaming
• Never heard about it in college
• George Borshukov taught it to me back at EA
• Matrix Sequels
• Issue is getting more traction now
• Eugene d’Eon’s chapter in GPU Gems 3
6. Demo
• What is halfway between white and black
• Suppose we show alternating light/dark lines.
• If we squint, we get half the linear intensity.
7. Demo
• Test image with 4 rectangles.
• Real image of a computer screen shot from my camera.
19. What is Gamma
• Back and forth between curves.
2.2 2.2
.45 .45
20. How bad is it?
• Your monitor has a gamma of about 2.2
• So if you output the left image to the framebuffer, it will
actually look like the one right.
2.2
21. Let’s build a Camera…
• A linear camera.
Actual Monitor
Light Output
1.0 2.2
Hard
Drive
22. Let’s build a Camera…
• Any consumer camera.
Actual Monitor
Light Output
.45 2.2
Hard
Drive
23. How to fix this?
• Your screen displays a gamma of 2.2
• This is stored on your hard drive.
– Youneverseethisimage,butit’sonyourharddrive.
2.2
28. How bad is it?
• If displays were linear:
– On a scale from 0-255
– 0 would equal 0
– 1 would equal our current value of 20
– 2 would equal our current value of 28
– 3 would equal our current value of 33
• Darkest Values:
30. 3D Graphics
• If your game is not gamma correct, it looks like the image
on the left..
• Note:we’retalkingabout“correct”,not“good”
32. 3D Graphics
• Account for gamma when reading textures
– color = pow( tex2D( Sampler, Uv ), 2.2 )
• Do your lighting calculations
• Account for gamma on color output
– finalcolor = pow( color, 1/2.2 )
33. 3D Graphics
• Here's what is going on.
Monitor
Hard Adjust
Drive Lighting
Shader
Gamma Correct
35. 3D Graphics
• The Wrong Shader?
Spec = CalSpec();
Diff = tex2D( Sampler, UV );
Color = Diff * max( 0, dot( N, L ) ) + Spec;
return Color;
36. 3D Graphics
• The Right Shader?
Spec = CalSpec();
Diff = pow( tex2D( Sampler, UV ), 2.2 );
Color = Diff * max( 0, dot( N, L ) ) + Spec;
return pow( Color, 1/2.2);
37. 3D Graphics
• But, there is hardware to do this for us.
– Hardware does sampling for free
– For Texture read:
• D3DSAMP_SRGBTEXTURE
– For RenderTarget write:
• D3DRS_SRGBWRITEENABLE
38. 3D Graphics
• With those states we can remove the pow functions.
Spec = CalSpec();
Diff = tex2D( Sampler, UV );
Color = Diff * max( 0, dot( N, L ) ) + Spec;
return Color;
39. 3D Graphics
• What does the real world look like?
– Notice the harsh line.
46. Which Maps?
• Which maps should be Linear-Space vs Gamma-Space?
• Gamma-Space
• Use sRGB hardware or pow(2.2) on read
• 128 ~= 0.2
• Linear-Space
• Don’tusesRGBorpow(2.2) on read
• 128 = 0.5
48. Which Maps?
• Specular?
• Uncharted 2 had them as Linear
• Artists have trouble tweaking them to look right
• Probably should be in Gamma
49. Which Maps?
• Ambient Occlusion
• Technically,it’samathematicalvaluelikeanormal
map.
• But artists tweak them a lot and bake extra lighting
into them.
• Uncharted 2 had them as Linear
• Probably should be Gamma
50. Exercise for the Reader
• Gamma 2.2 != sRGB != Xenon PWL
• sRGB: PC and PS3 gamma
• Xenon PWL: Piecewise linear gamma
51. Xenon Gotchas
• Xbox 360 Gamma Curve is wonky
• Way too bright at the low end.
• HDR the Bungie Way, Chris Tchou
• Post Processing in The Orange Box, Alex Vlachos
• Output curve is extra contrasty
• Henry LaBounta was going to talk about it.
• Try hooking up your Xenon to a waveform monitor
and display a test pattern. Prepare to be mortified.
• Both factors counteract each other
55. Filmic Tonemapping
• Real example from my apartment.
• Full Auto settings.
• Outside blown out.
• Cello case looks empty.
• My eye somehow adjusts...
72. Now what?
• We actually need 8 stops
• Good News: HDR Image
• Bad News: Now what?
• Re-tweaking exposure won't
help
73. Gamma
• This is what Photography
people call tonemapping.
– Photomatix
– This one is local
– Theonewe’lluseisglobal
74. Point of Confusion
• Two problems to solve.
• Simulate the Iris
• Dynamic Range in different shots
• Tunnel vs. Daylight
• Simulate the Retina
• Different Range within a shot
• Inside looking outside
75. Terminology
• Photography/Film
• Within a Shot – HDR Tonemapping
• Different Shots – Choosing the correct exposure?
• Video Games
• Within a Shot – HDR Tonemapping
• Different Shots – HDR Tonemapping?
76. Terminology
• For this presentation
• Within a Shot – HDR Tonemapping
• Different Shots
• Automatic Exposure Adjustment
• Dynamic Iris
77. Linear Curve
• Apartment of Habib Zargarpour
• Creative Director, Microsoft Game Studios
• Used to be Art Director on LMNO at EA
90. Color Changes
• Gee...if only we could get:
• The crisper, more saturated blacks of improper
gamma.
• The nice soft highlights of Reinhard
• And get the input colors to actually match like pure
linear.
95. Film
• Using a film curve solves tons of problems.
• Film vs. Digital purists.
• Whowould’vethought:Kodakknowshowtomakegood
film.
139. More Magic
• The catch:
• Three texture lookups
• Jim Hejl to the rescue
Principle Member of Technical Staff
GPU Group, Office of the CTO
AMD Research
• Used to work for EA
140. More Magic
• Awesome approximation with only ALU ops.
• Replaces the entire Lin/Log and Texture LUT
• Includes the pow(x,1/2.2)
x = max(0, LinearColor-0.004);
GammaColor = (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);
141. Filmic Tonemapping
• Nice curve
• Toe arguably too strong
• Most monitors are too contrasty, strong toe makes it
worse
• May want less shoulder
• The more range, the more shoulder
• If your scene lacks range, you want to tone down the
shoulder a bit
142. Filmic Tonemapping
A = Shoulder Strength
B = Linear Strength
C = Linear Angle
D = Toe Strength
E = Toe Numerator
F = Toe Denominator
Note: E/F = Toe Angle
LinearWhite = Linear White Point Value
F(x) = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F)) - E/F;
FinalColor = F(LinearColor)/F(LinearWhite)
143. Filmic Tonemapping
Shoulder Strength = 0.22
Linear Strength = 0.30
Linear Angle = 0.10
Toe Strength = 0.20
Toe Numerator = 0.01
Toe Denominator = 0.30
Linear White Point Value = 11.2
These numbers DO NOT have the pow(x,1/2.2) baked in
144. Conclusions
• Filmic Tonemapping
– IMO: The most important post effect
– Changes your life completely
• Once you have it, you can't live without it
– If you implement it, you have to redo all your lighting
• You can't just switch it on if your lighting is tweaked for no
dynamic range.
154. How important is it?
• The shadow from the sun grounds object.
• But if you are already in shadow, you need something
else...
• It's the AO that grounds the car in those shots.
• So what if we took the AO out?
• Trick taught to me by Habib (the guy with the awesome
condo earlier)
176. SSAO Example
• SSAO Darkens Shadows – Good
• SSAO Darkens Sunlight – BAD
• Reduces perceived contrast
• Makes lighting look flatter
• My Opinion: SSAO should NOT affect Direct Light
177. The Algorithm
• Only Input is Half-Res Depth
• No normals
• No special filtering (I.e. Bilateral)
• Processed in 64x64 blocks
• Adjacent Depth tiles included as well
178. The Algorithm
• Calculate Base AO
• Dilate Horizontal
• Dilate Vertical
• Apply Low Pass Filter
219. Artifacts
• Artifacts are usually only noticeable to the trained eye
• Benefits outweigh drawbacks
• Have option to turn it off per surface
• Most snow fades at distance
• Some objects apply sqrt() to brighten it
• Some objects just have it off
232. SSAO Conclusion
• Grounds characters and other objects
• Deepens our Blacks
• Artifacts are not too bad
• Could use better filtering for halos
• RunsonSPUs,anddoesn’tneednormalbuffer
277. In-Order
• Load 1 in Washer
• Load 1 in Dryer
• Load 2 in Washer
• Load 2 in Dryer
• Load 3 in Washer
• Load 3 in Dryer
• Load 4 in Washer
• Load 4 in Dryer
• Load 5 in Washer
• Load 5 in Dryer
278. Pipelined
• Load 1 in Washer
• Load 2 in Washer, Load 1 in Dryer
• Load 3 in Washer, Load 2 in Dryer
• Load 4 in Washer, Load 3 in Dryer
• Load 5 in Washer, Load 4 in Dryer
• Load 5 in Dryer
279. Software Pipelining
• We can do this in software
• Called“SoftwarePipelining”
• It’showweoptimizeSPUcodebyhand
• Pal Engstad (our Lead Graphics Programmer) will
be putting a doc online explaining the full process.
• Should be online: look for the post on the blog
• Direct links:
• www.naughtydog.com/docs/gdc2010/intro-spu-
optimizations-part-1.pdf
• www.naughtydog.com/docs/gdc2010/intro-spu-
optimizations-part-2.pdf
283. SPU Assembly
{e6} fa ao_n3, ao_n3, ao_p3 {o6} lqx nextAo, pvNextColor, colorOffset
• Here is a sample line of assembly code
• SPUs issue one even and odd instruction per cycle
• One line = One cycle
• e6 = even, 6 cycle latency
• o6 = odd, 6 cycle latency
298. Solution
• Gives about a 2x performance boost
• Sometimes more or less
• SSAO went from 2ms on all 6 SPUs to 1ms on all 6 SPUs
• With practice, can do about 1-2 loops per day.
• SSAO has 6 loops, and took a little over a week.
• Same process for:
• PostFX
• Fullscreen Lighting
• Ambient Cubemaps
• Many more
311. Final Final Thoughts
• Gamma is super-duper important.
• Filmic Tonemapping changes your life.
• SSAO is cool, and keep it out of your sunlight.
• SPUs are awesome.
• Theydon’toptimizethemselves.
• For a tight for-loop, you can do about 2x better than
the compiler.
312. Btw...
• Naughty Dog is hiring!
• We’realsolookingfor
• Senior Lighting Artist.
• Graphics Programmer