Talk by Johan Andersson (DICE/EA) in the Beyond Programmable Shading Course at SIGGRAPH 2012.
The other talks in the course can be found here: http://bps12.idav.ucdavis.edu/
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
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.
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.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
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.
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.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Henrik Halén (Lead Rendering Programmer) at Electronic Arts presented "Style and Gameplay in the Mirror's Edge" at SIGGRAPH 2010's Stylized Rendering in Games. https://www.cs.williams.edu/~morgan/SRG10/
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.
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
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.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
Graham Wihlidal and Colin Barré-Brisebois of SEED attended SyysGraph 2018 in Helsinki and presented to the group. The first section described aspects of Halcyon's rendering architecture, including information on explicit heterogeneous and virtual multi-GPU, render graph, and the remote render proxy backend. The second section discussed real-time ray tracing approaches and current open problems. The following day, this presentation was also given as a lecture at Aalto University.
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
Deep learning is becoming ubiquitous in Machine Learning (ML) research, and it's also finding its place in industry-related applications. Specifically, deep generative models have proven incredibly useful at generating and remixing realistic content from scratch, making themselves a very appealing technology in the field of AI-enhanced content authoring. As part of this year's Machine Learning Tutorial at the Game Developers Conference 2019 (GDC), Jorge Del Val from SEED will cover in an accessible manner the fundamentals of deep generative modeling, including some common algorithms and architectures. He will also discuss applications to game development and explore some recent advances in the field.
The attendee will gain basic understanding of the fundamentals of generative models and how to implement them. Also, attendees will grasp potential applications in the field of game development to inspire their work and companies. This talk does not require a mathematical or machine learning background, although previous knowledge on either of those is beneficial.
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.
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).
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Graham Wihlidal from SEED attended the Munich Khronos Meetup and presented some aspects of Halcyon's rendering architecture, as well as details of the Vulkan implementation. Graham presented components like high-level render command translation, render graph, and shader compilation.
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.
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.
Henrik Halén (Lead Rendering Programmer) at Electronic Arts presented "Style and Gameplay in the Mirror's Edge" at SIGGRAPH 2010's Stylized Rendering in Games. https://www.cs.williams.edu/~morgan/SRG10/
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.
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
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.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
Graham Wihlidal and Colin Barré-Brisebois of SEED attended SyysGraph 2018 in Helsinki and presented to the group. The first section described aspects of Halcyon's rendering architecture, including information on explicit heterogeneous and virtual multi-GPU, render graph, and the remote render proxy backend. The second section discussed real-time ray tracing approaches and current open problems. The following day, this presentation was also given as a lecture at Aalto University.
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
Deep learning is becoming ubiquitous in Machine Learning (ML) research, and it's also finding its place in industry-related applications. Specifically, deep generative models have proven incredibly useful at generating and remixing realistic content from scratch, making themselves a very appealing technology in the field of AI-enhanced content authoring. As part of this year's Machine Learning Tutorial at the Game Developers Conference 2019 (GDC), Jorge Del Val from SEED will cover in an accessible manner the fundamentals of deep generative modeling, including some common algorithms and architectures. He will also discuss applications to game development and explore some recent advances in the field.
The attendee will gain basic understanding of the fundamentals of generative models and how to implement them. Also, attendees will grasp potential applications in the field of game development to inspire their work and companies. This talk does not require a mathematical or machine learning background, although previous knowledge on either of those is beneficial.
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.
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).
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Graham Wihlidal from SEED attended the Munich Khronos Meetup and presented some aspects of Halcyon's rendering architecture, as well as details of the Vulkan implementation. Graham presented components like high-level render command translation, render graph, and shader compilation.
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.
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.
This talk presents the approach Frostbite took to add support for HDR displays. It will summarize Frostbite's previous post processing pipeline and what the issues were. Attendees will learn the decisions made to fix these issues, improve the color grading workflow and support high quality HDR and SDR output. This session will detail the display mapping used to implement the"grade once, output many" approach to targeting any display and why an ad-hoc approach as opposed to filmic tone mapping was chosen. Frostbite retained 3D LUT-based grading flexibility and the accuracy differences of computing these in decorrelated color spaces will be shown. This session will also include the main issues found on early adopter games, differences between HDR standards, optimizations to achieve performance parity with the legacy path and why supporting HDR can also improve the SDR version.
Takeaway
Attendees will learn how and why Frostbite chose to support High Dynamic Range [HDR] displays. They will understand the issues faced and how these were resolved. This talk will be useful for those still to support HDR and provide discussion points for those who already do.
Intended Audience
The intended audience is primarily rendering engineers, technical artists and artists; specifically those who focus on grading and lighting and those interested in HDR displays. Ideally attendees will be familiar with color grading and tonemapping.
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.
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
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.
Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use 'Mantle' - a very high-performance low-level graphics API being in close collaboration by AMD and DICE/EA to get the absolute best performance and experience in Frostbite games on PC.
Presentation from DICE Coder's Day (2010 November) by Andreas Fredriksson in the Frostbite team.
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout that provides
• Deterministic memory map behavior
• Single-cycle allocation speed
• Regular C++ object life cycle for objects that need it
This makes it very suitable for games.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Photographic Film and Slide Scanning Alternativesmdruziak
This is an overview of the options available for digitizing photographic film and slides. It covers scanning 35mm and 120 format film and slides. This presentation also compares scanning yourself vs using a lab. Detailed information on Plustek's new OpticFilm 120 film scanner is also included.
Unconstrained 2D to Stereoscopic 3D Image and Video Conversion using Semi-Aut...Ray Phan
This is the talk I gave at the SMPTE Annual Technical Conference in Hollywood, California, USA on Thursday, October 24th, 2012. I present a method for semi-automatically converting unconstrained 2D images and videos into stereoscopic 3D. User-defined strokes for the image, or over several keyframes, corresponding to a rough estimate of the scene depths are defined. After, the rest of the depths are solved, producing depth maps to create stereoscopic 3D content. For video, to minimize effort, only the first frame has labels, and are propagated over all frames by a robust tracking algorithm. Our work combines the merits of two energy minimization techniques: Graph Cuts and Random Walks. Current efforts rely on automatic or manual conversion by rotoscopers. The former prohibits user intervention, or error correction, while the latter is time consuming and prohibits use in smaller studios. Semi-automatic is a compromise to allow more faster and accurate conversion, decreasing the time for studios to release 3D content. Results demonstrate good quality stereoscopic images and video creation with minimal effort.
The past few years have seen a sharp increase in the complexity of rendering algorithms used in modern game engines. Large portions of the rendering work are increasingly written in GPU computing languages, and decoupled from the conventional “one-to-one” pipeline stages for which shading languages were designed. Following Tim Foley’s talk from SIGGRAPH 2016’s Open Problems course on shading language directions, we explore example rendering algorithms that we want to express in a composable, reusable and performance-portable manner. We argue that a few key constraints in GPU computing languages inhibit these goals, some of which are rooted in hardware limitations. We conclude with a call to action detailing specific improvements we would like to see in GPU compute languages, as well as the underlying graphics hardware.
This talk was originally given at SIGGRAPH 2017 by Andrew Lauritzen (EA SEED) for the Open Problems in Real-Time Rendering course.
For the full video of this presentation, please visit:
https://www.embedded-vision.com/platinum-members/embedded-vision-alliance/embedded-vision-training/videos/pages/may-2017-embedded-vision-summit-gallagher
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Paul Gallagher, Senior Director of Technology and Product Planning for LG, presents the "Coming Shift from Image Sensors to Image Sensing" tutorial at the May 2017 Embedded Vision Summit.
The image sensor space is entering the fourth disruption in its evolution. The first three disruptions primarily focused on taking “pretty pictures” for human consumption, evaluation, and storage. The coming disruption will be driven by machine vision moving into the mainstream. Smart homes, offices, cars, devices – as well as AR/MR, biometrics and crowd monitoring – all need to run image data through a processor to activate responses without human viewing. The opportunity this presents is massive, but as the growth efficiencies come into play the solutions will become specialized.
This talk highlights the opportunities that the emerging shift to image-based sensing will bring throughout the imaging and vision industry. It explores the ingredients that industry participants will need in order to capitalize on these opportunities, and why the entrenched players may not be at as great an advantage as might be expected.
Visualizing the engineering project lifecycle - Unite CopenhagenUnity Technologies
From design to operations, visualization is a powerful tool to drive informed decision-making on major projects. Point clouds, virtual reality and mobile apps are combining to enable better outcomes throughout the engineering industry. Join this session led by Aurecon to learn how Unity can empower engineers to increase efficiency and realize value through every stage of the project lifecycle.
Speaker: Michael Gardiner - Aurecon
Session available here: https://youtu.be/dixtTbGcCFg
Introduction to Aspect Oriented Programming (DDD South West 4.0)Yan Cui
Introduction to AOP talk at DDD SouthWest 4.0, including examples of AOP using dynamic proxies, functional programming, dynamic language and PostSharp.
FastCampus 2018 SLAM Workshop
You can find the code diagrams via the link below.
https://www.dropbox.com/sh/u76i5hzdecd4ey7/AADgs9XzXt6k1j971vyBrFTea?dl=0
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2022/09/selecting-the-right-camera-for-your-embedded-computer-vision-project-a-presentation-from-digital-sense/
Adrián Márques , Managing Partner at Digital Sense, presents the “Selecting the Right Camera for Your Embedded Computer Vision Project” tutorial at the May 2022 Embedded Vision Summit.
The right camera can be key to the success of a computer vision project. For example, in an object detection or segmentation task, you can gain much more in performance by producing images with high contrast between your objects of interest and the background than by having your deep neural network do its best with sub-par footage.
It’s easy to underestimate the complexity of selecting and integrating the right camera for your application, and the numerous important considerations can seem overwhelming. In this talk, Márques provides an introduction to the main factors to consider when choosing a camera, and share practical considerations you can apply to your project.
Software development life cycle by Srishti.pptxSrishtiNagpal7
This video presentation explains the SDLC (Software Development Life Cycle) in brief. It includes various models of SDLC like Classical Waterfall model, iterative model, V-Shaped model, prototype model, incremental model, evolutionary model, spiral model and agile model.
It also discuss about the planning, defining, designing, coding, testing and maintenance.
This is the 1st FREE Webinar in our brand NEW 2016 Smart Cities Series. We have started a new series of Webinars to highlight the innovative Smart City Technology now coming to market and the cities implementing it. We discuss the future of Smart Lighting with of one of the world’s leading innovators in LED lighting technology, Plessey Semiconductors and are joined by Plessey’s CEO Michael LeGoff and CTO/COO Dr Keith Strickland.
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...Unity Technologies
Virtual reality (VR) and augmented reality (AR) are powerful tools for storytelling, but poor execution can negatively impact consumer reactions and engagement. This session guides you through the latest Unity tech and best practices for creating stunning high-end VR and mobile AR visuals.
Speaker: Dan Miller – Unity
Watch the session on YouTube: https://youtu.be/dvOZ7IL2iOI
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/movidius/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Sofiane Yous, Principal Scientist in the machine intelligence group at Movidius, presents the "Dataflow: Where Power Budgets Are Won and Lost" tutorial at the May 2016 Embedded Vision Summit.
This presentation showcases stories from the front lines in the battle between power and performance in embedded vision, deep learning and computational imaging applications. First, Youse demonstrates why good dataflow is so important. Also, he shows why modern techniques and APIs are critical for fast time-to-market, and he’ll summarize relevant academic work. He compares the usage models and benefits of such relevant APIs as TensorFlow and classic approaches for deep learning; standards based approaches for computer vision, and techniques such as Halide for imaging and computational photography. He also presents specific examples such as the GoogleNet implementation under Caffe/TensorFlow and other imaging/vision use cases.
Similar to 5 Major Challenges in Real-time Rendering (2012) (20)
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
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Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
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$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
I Know Dino Trivia: Part 3. Test your dino knowledge
5 Major Challenges in Real-time Rendering (2012)
1. Beyond Programmable Shading Course
ACM SIGGRAPH 2012
5 MAJOR CHALLENGES
IN REAL-TIME RENDERING
Johan Andersson, DICE
Beyond Programmable Shading, SIGGRAPH 2012 1
2. Overview
• What are the major challenges for us in the next 5-10 years?
– Real-time rendering for games as well as other areas
• Which problems do we want to solve?
• What do we want to achieve & focus on?
• Based on own thoughts & feedback from people in the
industry
Beyond Programmable Shading, SIGGRAPH 2012 2
3. Beyond Programmable Shading Course
ACM SIGGRAPH 2012
25 5 MAJOR CHALLENGES
IN REAL-TIME RENDERING
Johan Andersson, DICE
Beyond Programmable Shading, SIGGRAPH 2012 3
4. Challenges 2012
Same as 2010!
1. Cinematic Image Quality
2. Illumination
3. Programmability
4. Production costs
5. Scaling
Beyond Programmable Shading, SIGGRAPH 2012 4
6. Cinematic Image Quality
• Goal is to achieve Cinematic Image Quality
– Same smooth & rich pictures that CG movies have
• Need significant improvements to GPU primary visibility
– Antialiasing
– Transparency
– Defocus blur
– Motion blur
• A future solution needs to include all together
Beyond Programmable Shading, SIGGRAPH 2012 6
7. Antialiasing
• Single most visible issue to improve on
– Aliasing breaks the illusion
– Less aliasing = more pleasing & easier to see visuals
• Sources of aliasing:
– Geometric aliasing
– Proxy geometry aliasing (alpha test)
– Shader aliasing
– Mixed resolution rendering
Beyond Programmable Shading, SIGGRAPH 2012 7
8. Post-process antialiasing
• Lots of developments in post-AA techniques
– MLAA, FXAA, SMAA and more
– Good quality / performance ratio
– See SIGGRAPH’11 course: “Filtering Approaches for Real-Time
Anti-Aliasing” http://iryoku.com/aacourse/
• But need solutions for the full problem
Beyond Programmable Shading, SIGGRAPH 2012 8
9. Geometric aliasing
• Current solutions: MSAA, SSAA, temporal
– Fixed quality techniques, not adaptive
– Problematic to scale up to very high quality
• 16x MSAA is really good quality but expensive
– Need high rate if using coverage masks
• MSAA + deferred
– Massive memory usage & bandwidth
– Want access to MSAA compression surface to avoid computing ourselves
– See Andrew’s talk in the course: “Intersecting Lights with Pixels”
Beyond Programmable Shading, SIGGRAPH 2012 9
10. Geometric aliasing
• Other alternatives?
– Analytical antialiasing
• Would be interesting to see more research
– Pre-filtered Sparse Voxel Octrees
• Requires very high resolution / large storage
• See Cyril’s talk in the course: “Dynamic Sparse Voxel Octrees
for Next-Gen Real-time Rendering”
Beyond Programmable Shading, SIGGRAPH 2012 10
11. Shader aliasing
• Shader aliasing becoming more of a problem
– High-frequency specular highlights
– High-frequency shadows
– Amplified by HDR Bloom & Bokeh
• What is needed to make sure shaders do not output aliased
values?
– Careful handling of derivatives when texture mapping
– LEAN mapping, EVSM shadows
– Wednesday: “Rock-Solid Shading: Image Stability without
Sacrificing Detail”
Beyond Programmable Shading, SIGGRAPH 2012 11
12. Proxy geometry aliasing
• Alpha-testing for proxy geometry results in major aliasing
– MSAA per-sample evaluation is costly & requires many samples
• Real transparency can directly solve the aliasing
– But we need to sort, need order-independent transparency
Assets from Valve Beyond Programmable Shading, SIGGRAPH 2012 12
13. Transparency
• Order-dependent transparency has always been a big
limitation for content creators & developers
– Restrictive art pipeline:
• No glass houses
• Even windows on cars & buildings can be painful
– Restrictive interaction between objects & effects
• Meshes vs particles vs volumetrics
• Lack of sorting prevents usage of other transparent techniques
• Order-independent transparency is must going forward
– With good performance & determinism
Beyond Programmable Shading, SIGGRAPH 2012 13
14. Order-independent Transparency
• Adaptive Transparency [Salvi11] is promising
– Currently requires multi-pass & unbounded memory
– Need render target read/modify/write to get single-
pass & bounded memory
– Composite as you go (forward lighting)
Beyond Programmable Shading, SIGGRAPH 2012 14
15. Motion blur
• Important for sense of speed & direction
• Velocity vectors + post-process holds up quite well
15
16. Defocus blur
• Key visual cue to perceive depth & focus
– Guide & emotional storytelling tool
• Sprite splatting [Igarashi08] is popular
– Works great for out of focus background
– Very sensitive to aliasing
– Sharp edges on strong foreground blur
Beyond Programmable Shading, SIGGRAPH 2012 16
18. Defocus & motion blur – beyond post
• Raytrace geometry
• Stochastic rasterization
– Lots of samples required for foreground, too little = noisy
• Critical to have fast & temporally stable image reconstruction
– Is defocus or motion blur the most important?
• Leaning toward defocus due to the visibility issue
• Though MB should not be applied after DOF, need a solution that
handles both properly
• Pre-filtered Sparse Voxel Octrees
Beyond Programmable Shading, SIGGRAPH 2012 18
22. Dynamic GI wanted characteristics
• Static & dynamic geometry
• No pre-computation required
– Major tradeoff with performance
• Handle large scales: indoor to large outdoor
– With minimal light leakage
• Multiple indirect bounces
– Single is not enough for in-door
• Indirect specular reflections
Beyond Programmable Shading, SIGGRAPH 2012 22
23. Shadows
• General shadows continue to be a major challenge
– “Efficient Real-time Shadows” course
• As a game developer, I’m tired of shadows
– Not what the graphics pipeline is built for
– Time consuming tweaking, optimizations, compromises
– Current techniques don’t scale up
– Are there Graphics/Compute extensions that could help?
Beyond Programmable Shading, SIGGRAPH 2012 23
24. Shadows - wanted characteristics
Robust: General:
– Stable under object, light & – Works with all light types
camera motion – Supports dynamic geometry
– No light leakage – Supports alpha-test
– No flickering – Supports transparent receivers
– No magic constants & casters
– Scalable from small to large
light sources
High-quality:
– Variable penumbra
– No aliasing Fast!
– Motion blurred – Sparse sampling
– Good culling
Beyond Programmable Shading, SIGGRAPH 2012 24
25. The Many Shadow problem
• Want shadows on all lights
– Easier to author
• No light leaking through walls
– Doesn’t limit content creators
– Higher quality & more interactive
• Current issues
– Amount of geometry
– Culling
– Draw calls Super simple scene, 10 spotlights
– Non-sparse rendering
Beyond Programmable Shading, SIGGRAPH 2012 25
26. Many Shadow – potential solutions
• Efficient rasterization
– Smart logarithmic triangle culling with spatial data structure
– Lazy on-demand scene culling, geometry culling & graphics dispatch
• with CPU or GPU Compute
• Raytrace geometry
– Render gbuffer
– For each pixel affected by a light, cast ray to light
– Evaluate & composite directly in pixel shader, or output to light visibility masks
• Cone trace into SVO
– Once SVO data structure is built, easy to cone trace to query light visibility
– Soft shadows = fast!
Beyond Programmable Shading, SIGGRAPH 2012 26
27. Reflections – categories
Glossy reflections on arbitrary surfaces Perfect reflections on mostly-planar
surfaces
Beyond Programmable Shading, SIGGRAPH 2012 27
28. Reflections – use cases
• Glossy reflections
– Most surfaces, rough metal
– Screen-space reflection
• Fully dynamic
• Simple & cheap
• Visibility problems
– Voxel Cone Tracing
• Can be a good fit
• Expensive to build SVO of scene
Beyond Programmable Shading, SIGGRAPH 2012 28
29. Reflections – use cases
• Perfect reflections
– Mostly planar surfaces: windows, water
– Render reflected view(s)
• Prohibitive to render scenes upfront with multiple planes
• Want more sparse rendering
– Raytracing is elegant, but impractical
• Performance
• Have to switch entire game graphics pipeline
– Voxel Cone Tracing
• Requires massive resolution
• Not practical until we can use it for primary visibility
Beyond Programmable Shading, SIGGRAPH 2012 29
31. Programmability
• Need major innovations to solve the other
challenges
Beyond Programmable Shading, SIGGRAPH 2012 31
32. Programmability - Pipelines
• Graphics pipeline is fast but fixed
– No conservative rasterization
– No programmable blending
– No flexible texture filtering (min/max/derivative)
• GPU Compute can’t efficiently simulate a full graphics pipeline
– Use the graphics pipeline when possible
– Need to enable building your own efficient GPU Compute pipelines
• When going beyond graphics pipeline capabilities
• Esp. important with long HW & OS lead times
Beyond Programmable Shading, SIGGRAPH 2012 32
33. Programmability - Areas
• Need a virtual data-parallel ISA
– Separate front-end from back-end
• Can use same front-end (language) on all platforms (back-ends)
• Run on all platforms and all (modern) architectures
– Both CPU and GPU!
• HSA with HSAIL is one promising solution
– Most developers are multi-platform
• Won’t write serious code in platform- or vendor-specific
languages
Beyond Programmable Shading, SIGGRAPH 2012 33
34. Programmability - Areas
• Strip down the GPU SW stack & hardware
abstractions
– Only bindless access to resources
• Need standard non-opaque texture layouts
– Virtual memory
– Both CPU or GPU Compute can generate GPU work
– Layer existing fat APIs on top of it (DirectX & OpenGL)
Beyond Programmable Shading, SIGGRAPH 2012 34
35. Programmability - Areas
• GPU Compute spawning fine-grained tasks for itself
– Build your own pipelines, independently of CPU
– Kepler GK110 ‘Dynamic Parallelism’ on all chips, platforms
and compute languages
• Need mechanisms to build SIMD coherency
– Not ideal to write out giant sample lists to memory and sort
– Queues as a language & HW abstraction primitive
Beyond Programmable Shading, SIGGRAPH 2012 35
36. Programmability - Areas
• Low-latency CPU/GPU collaboration
– Balance work, run where most efficient
• Frostbite uses it on consoles [Coffin11] [Brisebois11]
– GPU spawning work for CPU
– CPU inserting more work for GPU within the frame
– Simple use case for Sample Distribution Shadow Maps:
1. Render z+gbuffer
2. Analyze zbuffer to determine ideal shadowmap distribution
3. Kick of CPU to cull & create shadowmap graphics display list
4. GPU renders something else while waiting for CPU
Beyond Programmable Shading, SIGGRAPH 2012 36
37. Programmability - Areas
• Render target read/modify/write
– A must have base operation
– OIT & programmable blending
Beyond Programmable Shading, SIGGRAPH 2012 37
38. Beyond Programmable Shading Course
ACM SIGGRAPH 2012
Challenge #4
PRODUCTION COSTS
Challenge #4
PRODUCTION COSTS
39. Production costs
• Games are getting bigger & more complex
– More content
– More variation
– Higher quality/detail
– More complex content production process
• What are the next big step forward for content
production?
– Quick iteration times = quality
Beyond Programmable Shading, SIGGRAPH 2012 39
40. Production costs
• If we had the ultimate real-time renderer that solves primary visibility and
illumination, how much artist time would we save?
– Probably not that much overall unfortunately (but increase quality)
• Having shadows everywhere and dynamic GI saves some artist time
• Will save engineering time & support
– Content creation is the biggest time sink
• What can save significant amount of time?
– Scalable geometry representation
– Procedural texturing
– Procedural geometry
– Content acquisition
Beyond Programmable Shading, SIGGRAPH 2012 40
42. Scaling
• Games & rendering use cases are needing more and
more scaling. Both up and down!
– Detail: mm to km
– Resolution: 320x480 (IPhone3) to 5760x1200 (Eyefinity). 45x
– Power: 1W to 300W. 300x
• Requires significant scaling in performance
• Which techniques, algorithms & pipelines are scalable?
Beyond Programmable Shading, SIGGRAPH 2012 42
43. Scaling: Detail
• How can we increase detail while building even
larger interactive worlds?
– Scalable geometry is difficult, discrete LODs suck
• Want an inherently scalable & filterable primary data
representation. Dynamic SVOs?
– Can’t author everything
• Use procedural detail up close
Beyond Programmable Shading, SIGGRAPH 2012 43
44. Scaling: Resolution
• Some of the lowest powered devices have the
highest resolution screens
– Consumers
– Developers
• Graphics pipeline need a more flexible
decoupling of shading rate vs visibility rate!
– MSAA and fixed upsampling is not enough
Beyond Programmable Shading, SIGGRAPH 2012 44
45. Scaling: Power
• Marketplace is shifting from 100+ W to 1-45 W
– Phones (1 W), Tablets (3 W), Ultrabooks (17 W), Laptops (45 W)
• Developers typically don’t care about power usage
– But hardware/device manufacturers and consumers do
– With cloud rendering, power is a direct cost for developer
• Need power efficient algorithms, techniques & pipelines
– Grand challenge for the next 10 years: photo-realistic rendering at 1W
Beyond Programmable Shading, SIGGRAPH 2012 45
47. Thanks for the feedback!
Christina Coffin Sebastien Lagarde Pål-Kristian Engstad
Cyril Crassin Sébastien Hillaire Jonathan Ragan-Kelly
Aaron Lefohn
Marco Salvi Jim Vaughn Matthijs De Smedt
Andrew Lauritzen Steven Tovey Doug Binks
Colin Barré-Brisebois Aras Pranckevičius Morgan McGuire
Ivan van Assen Julien Guertault Andrew Richards
Matt Collins Sam Martin Daniel Wexler
Charles de Rousiers
Stephen Hill Niklas Lundberg Eric Smolikowski
Nathan Reed Michael Nicolella David Möllerstedt
Timothy Lottes Aaron Miller
’
Beyond Programmable Shading, SIGGRAPH 2012 47
48. References
• [Igarashi08]. Real-Time Depth-of-Field Rendering Using Point Splatting on
Per-Pixel Layers. http://dxp.korea.ac.kr/homewiki/images/f/f5/PG-PointDof-
submit.pdf
• [Coffin11]. SPU Based Deferred Shading in Battlefield 3 for Playstation 3.
Christina Coffin.
http://publications.dice.se/attachments/Christina_Coffin_Programming_SPU
_Based_Deferred.pptx
• [Brisebois11] More Performance Five Rendering Ideas from Battlefield 3
and Need For Speed The Run. Barre-Brisebois et al.
http://publications.dice.se/attachments/BF3_NFS_WhiteBarreBrisebois_Sig
graph2011.pptx
• [Salvi11] Adaptive Transparency. Salvi et al. http://software.intel.com/en-
us/articles/adaptive-transparency-hpg-2011/
Beyond Programmable Shading, SIGGRAPH 2012 48
Editor's Notes
Shader should be able to decide what to output per sample, while executing per pixelCan we keep deferred MSAA in large local store tiles?
Texture space shading?
Particles would be the last to be included in an OIT solution
Prohibitive to include all transparent surfaces50x+ particle overdraw commonCombine with half-resHybrid OIT: pre-sorted particles blend on closest OIT sample?
For performance, would use pragmatic max clamps
GPU Compute performance portability Challenge between to run same code efficiently on different architectures and platformsMajor changes can sometimes be requiredNot unexpected, but can be a challenge