This document discusses using Blender to generate high resolution renders of openFoam CFD results. It outlines the workflow of exporting openFoam data to VTK format using ParaView, importing it into Blender along with 3D geometry files, positioning and lighting the scene, and rendering the final images. The key steps are converting CFD results to VTK, using ParaView to extract streamlines and export to X3D, importing files into Blender, aligning the geometry, adding lights, and rendering images of the CFD results visualized on the geometry.
Recorded video here:
http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html
Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away.
vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful.
Full tutorial to start with OpenFOAM: run tutorials, adapt tutorials, single phase flow, immiscible two-phase flow, grid complex geometries, program equations.
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
Recorded video here:
http://on-demand.gputechconf.com/siggraph/2017/video/sig1757-tristan-lorach-vkFX-effective-approach-for-vulkan-api.html
Vulkan is a complex low-level API, full of structures and dedicated objects. Using it may be tedious and often leads to complicated source code. We propose here a way to define and use Vulkan components in a convenient and readable way. Then we will show how this infrastructure allows to introduce and use higher concepts, such as Techniques, Passes; and even how to instantiate resources, render-targets right from within the effect, making it self-sufficient and consistent as a general description. The overall purpose of this open-source project is to improve and enhance the use of Vulkan API, while keeping its strength and flexibility. This project can run in two different ways: either as a compiler generating C++ code for you; or at runtime, to load effects and use them right away.
vkFx comes from a former project called nvFx, presented few years ago. While nvFx was intended to be Generic (OpenGL & D3D compliant), vkFx is Vulkan-specific: so the project is thin and doesn’t break important paradigms that Vulkan requires to stay powerful.
Full tutorial to start with OpenFOAM: run tutorials, adapt tutorials, single phase flow, immiscible two-phase flow, grid complex geometries, program equations.
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
Codineers Meetup Rosenheim on 2022-10-20
GraalVMs native-image ermöglicht es, JVM Bytecode direkt in Maschinencode zu übersetzen. Das daraus resultierende Executable benötigt keine JVM zum Laufen, startet schneller und verbraucht weniger Speicher als eine traditionelle JVM-Anwendung – ein Segen für Cloud Computing, bei dem jeder CPU-Cycle und Megabyte an RAM bezahlt werden muss. Wäre es nicht großartig, wenn unser Lieblingsframework, Spring Boot, GraalVM direkt out of the box unterstützen würde? In diesem Talk zeigt Moritz Halbritter, Spring Boot committer, was mit Spring Boot 3 und Spring Framework 6 alles möglich sein wird und erlaubt auch einen Blick unter die Motorhaube, um zu sehen, wie das alles implementiert ist.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
OpenFOAM for beginners: Hands-on trainingJibran Haider
NOTE: A NEW VERSION OF THIS PRESENTATION IS AVAILABLE ON MY RESEARCH GATE ACCOUNT
(https://www.researchgate.net/publication/327594760_OpenFOAM_course_for_beginners_Hands-on_training)
OpenFOAM is an open source Computational Fluid Dynamics software package based on C++ programming language within the context of cell centred Finite Volume Method. It is developed primarily by OpenCFD Ltd and distributed by OpenCFD Ltd and the OpenFOAM Foundation.
Disclaimer:
This offering is not approved or endorsed by OpenCFD Limited, producer and distributor of the OpenFOAM software and owner of the OPENFOAM® and OpenCFD® trade marks. "
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
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.
COSCUP 2023 - Make Your Own Ray Tracing GPU with FPGAOwen Wu
This slides is for the software engineers who are interested in designing their own chip with FPGA.
In this slides, I will cover how to start to design a chip and some basic design concepts when designing a chip from software engineer's perspective. I will also cover a quick introduction to my open sourced HomebrewGPU project.
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).
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.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
Battle Planet - Judgement Day is a unique game in the sense that it's played entirely on a single sphere (the planet). Levels are fully procedural and fully destructible. This structure created a few big challenges in terms of rendering, which were solved by writing a custom Scriptable Render Pipeline for the game. This session provides an overview of the game's rendering features and how they were implemented using SRP. It includes a few examples of how performance issues influenced the design of the pipeline as well as a discussion about shader programming and design patterns.
Speaker:
Henning Steinbock - Threaks
Session available here: https://youtu.be/91zUwJwkXNQ
Codineers Meetup Rosenheim on 2022-10-20
GraalVMs native-image ermöglicht es, JVM Bytecode direkt in Maschinencode zu übersetzen. Das daraus resultierende Executable benötigt keine JVM zum Laufen, startet schneller und verbraucht weniger Speicher als eine traditionelle JVM-Anwendung – ein Segen für Cloud Computing, bei dem jeder CPU-Cycle und Megabyte an RAM bezahlt werden muss. Wäre es nicht großartig, wenn unser Lieblingsframework, Spring Boot, GraalVM direkt out of the box unterstützen würde? In diesem Talk zeigt Moritz Halbritter, Spring Boot committer, was mit Spring Boot 3 und Spring Framework 6 alles möglich sein wird und erlaubt auch einen Blick unter die Motorhaube, um zu sehen, wie das alles implementiert ist.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
OpenFOAM for beginners: Hands-on trainingJibran Haider
NOTE: A NEW VERSION OF THIS PRESENTATION IS AVAILABLE ON MY RESEARCH GATE ACCOUNT
(https://www.researchgate.net/publication/327594760_OpenFOAM_course_for_beginners_Hands-on_training)
OpenFOAM is an open source Computational Fluid Dynamics software package based on C++ programming language within the context of cell centred Finite Volume Method. It is developed primarily by OpenCFD Ltd and distributed by OpenCFD Ltd and the OpenFOAM Foundation.
Disclaimer:
This offering is not approved or endorsed by OpenCFD Limited, producer and distributor of the OpenFOAM software and owner of the OPENFOAM® and OpenCFD® trade marks. "
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
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.
COSCUP 2023 - Make Your Own Ray Tracing GPU with FPGAOwen Wu
This slides is for the software engineers who are interested in designing their own chip with FPGA.
In this slides, I will cover how to start to design a chip and some basic design concepts when designing a chip from software engineer's perspective. I will also cover a quick introduction to my open sourced HomebrewGPU project.
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).
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.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
Battle Planet - Judgement Day is a unique game in the sense that it's played entirely on a single sphere (the planet). Levels are fully procedural and fully destructible. This structure created a few big challenges in terms of rendering, which were solved by writing a custom Scriptable Render Pipeline for the game. This session provides an overview of the game's rendering features and how they were implemented using SRP. It includes a few examples of how performance issues influenced the design of the pipeline as well as a discussion about shader programming and design patterns.
Speaker:
Henning Steinbock - Threaks
Session available here: https://youtu.be/91zUwJwkXNQ
CADfix pps helps reducing CAD data sizeCAD Interop
Users of Process Plant and Ship Building design software frequently need to integrate models of large equipment installations and component sub-systems. These usually consist of very large CAD assemblies that can be several hundred Megabytes or even Gigabytes in size. The receiving systems are simply not designed to cope with the integration of such massive CAD assemblies. The main priority of the ship building or process plant designer is simply to reduce file size.
BIM/GIS Integration: A Practical Approach in Real CasesSANGHEE SHIN
This talk was given at the OGC 3DIM DWG meeting in Orleans, France. I've tried to talk more about technical aspects behind mago3D and F4D format. Also I shared my experiences on integration of BIM and 3D GIS in a single web platform in real cases.
How to create good BI for UA activities? How we did it at Pixel Federation? How we structure our systems and our teams? What we can say based on our experience? Presentation run by Michal Grno at 8th edition of GameCamp (www.gamecamp.io).
User-guide of Solutionix D Series - 3d scanning + post-processing(ENG)JongSik (Jason) Park
User-guide of Solutionix D Series about 3D Scanning + post-processing
# Contents :
>> 3D Scanning
1. Overall process overview
2. Scan Preparation
3. Auto Scan
4. Active Sync
5. Scan Path Setting (New, Active Sync)
6. Scan Tips
>> Data post-processing
1. Select and remove unnecessary data
2. Manual and Global alignment
3. Merge data and reduce data volume
4. Export data
Top 8 Tips to Take your Design from CAD Drawing to CNC FabricationScan2CAD
Scan2CAD is used throughout the CNC process -- from sketch, to CAD design and finally, fabricated in CNC! This document walks you through the most common design approaches. Our experts also shared 8 top tips that you should take note of when designing for CNC (scaling, overlapping objects and more!)
This presentation is a Users' Guide for the Computational Fluid Dynamics (CFD) framework One-Click CFD. This framework enables CFD analysis of vehicle such as racing cars by people with no prior experience in CFD.
The One-Click CFD framework is distribution by Khamsin Virtual Racecar Challenge - http://www.khamsinvirtualracecarchallenge.com - and is used as part of the 2015 Challenge.
The results of 6 weeks of spare time looking at how to couple a Kinect sensor to a CFD simulation result viewer. The results is ParaViewWebKinect a strange and wonderful mash-up of ParaViewWeb and Kinect... No plan to release anything at the moment. But if you are interested in getting a bit of knowledge of how it was put together, email me at julien.decharentenay@gmail.com
See it in action at http://youtu.be/XHXqmQPqQNs
CFD Apps - https://cfdapps.appspot.com - is a webbased portal for undertaking application specific Computational Fluid Dynamics (CFD) simulation. This presentation presents the recently released app that targets the simulation of wind in urban environment. The presentation covers the following subjects:
- Why undertake a CFD study of urban wind environment?
- How does the Urban Wind Study App work?
- Two validation cases where the CFD Apps results are compared to experimental results;
- A discussion of security aspects associated with the use of CFD Apps that users should be aware of.
This presentation presents the submission portal that has been put together for the Khamsin Virtual Racecar Challenge 2014 ( www.khamsinvirtualracecarchallenge.com ). It goes through submission process (actual, what to do to submit) as well as geometry preparation.
openFoam Hangout on Air #2 - Cloud Simulation, presentation by SimScaleJulien de Charentenay
Presentation by Johannes Probst, SimScale on their in-browser cloud front-end for openFoam. The presentation was part of the openFoam Hangout on Air meeting #2 - recording available at http://www.youtube.com/watch?v=WiGWPNQYcJg&feature=share
openFoam Hangout on Air #2 - Cloud Simulation, presentation by DacoltJulien de Charentenay
Presentation by Dr Ferry Tap, Dacolt on the use of openFoam with Cloud resources. The presentation was part of the openFoam Hangout on Air meeting #2 - recording available at http://www.youtube.com/watch?v=WiGWPNQYcJg&feature=share
Presentation of the use of SketchUp as a 3D design engine in conjunction with openFoam. Presented at the first openFoam Hangout on Air, 20th November 2013.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
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.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
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
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.
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.
2. Objectives
• Learn how to
generate high
resolution render of
openFoam CFD
results using Blender
3. Thanks
• CAEdevice www.caedevice.net for enabling the use of
his design geometry
• KVRC www.khamsinvirtualracecarchallenge.com and its
partners: Competition Car Engineering and Hibou
Scientific Software
• Matt Cragun, Total Sim USA for his presentation "Data
Visualisation and Rendering with Blender and VTK"
4. Blender
• A few basics - please
refer to Matt Cragun's
presentation:
http://www.openfoamworkshop.org/6th
_OpenFOAM_Workshop_2011/Progra
m/Training/cragun_slides.pdf
Be prepared, the learning
curve is steep...
Shortcut Action
RMB Select
Shift+MMB Pan
Shift+D Duplicate
G Grab (to move an
object)
R Rotate
(G, R) >> (X, Y, Z) Specify the axis to
be used to
move/rotate object
X Delete
F12 Render
F3 Save image
8. ParaView
Let's create streamlines:
• Open file: internalMesh.vtk
• Select the internalMesh.vtk
object;
• Activate the Steam Tracer
filter;
• Change the Steam Tracer
parameters to:
– High Resolution Line
Source
– Point1: (-1.0; -1.2; 0.25)
– Point2: (1.0; -1.2; 0.25)
9. ParaView
And color them:
• Select the StreamTracer object;
• Select the Tube filter;
– Radius: 0.005
• Change the color variable to "U"
Then do a little bit of house keeping
and export:
• Hide the car geometry;
• Select Edit View Option:
– Turn off Orientation Axes
• Export scene as X3D
10. Blender
• Start Blender
• Delete the default cube in
the middle
• Import
RenderingRoom.3ds
• Import CAEdevice.3ds
• Rotate (R) and move (G)
the car to align properly:
– R >> Z >> -90
– G >> X >> 1.5
– G >> Y >> 5
11. Blender
• Import results.x3d saved from
ParaView
• Delete by right-click in the
object view and select Delete:
– TODO to TODO.006
– ViewPoint
• Select the ParaView object
(ShapeIndexedFaceSet);
• Rotate and position:
– R >> X >> 90
– R >> Z >> 90
– G >> X >> 1.5
– G >> Y >> 5
12. Blender
• Position camera
– G >> X >> -8.5
– G >> Z >> -4
– G >> Y >> 8.5
– R >> Z >> -90
– Rotate so that car is in
the camera view point
using View>Camera
And Render (F12)
13. Blender
Let's remove the tube
shadows:
• Select
ShapeIndexesFaceSet
• Select Material panel
• Untick Traceable
14. Blender
Add lighting:
• Select existing
light;
• Copy (Shift+D);
• Move the copied
light (X, Y, Z);
• Repeat above step
twice for key and
fill lights
Fill Key
15. Blender
• Set the lights as
follows:
– Initial light (lamp):
• R >> Z >> -90
• Sun
• Energy: 1
– Key light:
• Energy: 0.4
– Fill light:
• Energy: 0.1
And Render (F12)
16. Blender
Modify as desired to
improve camera
position, lighting
position and intensity.
Then:
• Change resolution to
100% (Render panel)
• Render (F12)
• And Save (F3)
17. Blender
• Repeat with showing
the pressure
distribution on the car.
• Tricks:
– In ParaView:
• Group the various car
parts in one dataset
• Coarsen the mesh
using Quadratic
Clustering filter
18. Happy Rendering
Thank you for your time and attention...
Please, tweet your rendering pictures to
@HibouSoftware
and
on Fridays use #simulationfriday