OTOY Founder and CEO, Jules Urbach, delivers a presentation on OTOY's product roadmap including OctaneRender 3, OctaneVR, the ORBX media format, OctaneRender Cloud, and Brigade at the 2015 NVIDIA GPU Technology Conference.
OTOY GTC17 Presentation Slides: "The Future of GPU Rendering"OTOY Inc.
OTOY’s breakthroughs in compression and rendering on NVIDIA GPUs have dramatically reduced the barriers for rendering, making it a viable media format that gives content creators everywhere a simple, cost-effective way to bring high quality, interactive 3D content to multiple platforms for the world to enjoy.
Slide Annotations: https://www.facebook.com/groups/OctaneRender/permalink/802016643308749/
OTOY founder and CEO, Jules Urbach, announces a colossal update to the OctaneRender ecosystem, including the pricing and availability of its highly anticipated OctaneRender 3 software and OctaneRender Cloud rendering service, and a detailed roadmap outlining the future of Octane’s development towards a 4.0 release in 2017 with full integration of OTOY’s advanced real-time path tracing engine, Brigade.
Porting and optimizing UniFrac for GPUsIgor Sfiligoi
Poster presented at PEARC20.
UniFrac is a commonly used metric in microbiome research for comparing microbiome profiles to one another (“beta diversity”). The recently implemented Striped UniFrac added the capability to split the problem into many independent subproblems and exhibits near linear scaling. In this poster we describe steps undertaken in porting and optimizing Striped Unifrac to GPUs. We reduced the run time of computing UniFrac on the published Earth Microbiome Project dataset from 13 hours on an Intel Xeon E5-2680 v4 CPU to 12 minutes on an NVIDIA Tesla V100 GPU, and to about one hour on a laptop with NVIDIA GTX 1050 (with minor loss in precision). Computing UniFrac on a larger dataset containing 113k samples reduced the run time from over one month on the CPU to less than 2 hours on the V100 and 9 hours on an NVIDIA RTX 2080TI GPU (with minor loss in precision). This was achieved by using OpenACC for generating the GPU offload code and by improving the memory access patterns. A BSD-licensed implementation is available, which produces a Cshared library linkable by any programming language.
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadTristan Lorach
This presentation introduces a new NVIDIA extension called Command-list.
The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits.
The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models
The driver for trying should be PreRelease 347.09
http://www.nvidia.com/download/driverResults.aspx/80913/en-us
GDC16: Arbitrary amount of 3D data running on Gear VR by Vinh TruongUmbra Software
In this talk programmer Vinh Truong explains how it is possible to render huge amounts of 3D data on low capacity devices like smartphones simply by using Umbra's optimization technology.
This session was hosted by ARM at GDC16
OTOY GTC17 Presentation Slides: "The Future of GPU Rendering"OTOY Inc.
OTOY’s breakthroughs in compression and rendering on NVIDIA GPUs have dramatically reduced the barriers for rendering, making it a viable media format that gives content creators everywhere a simple, cost-effective way to bring high quality, interactive 3D content to multiple platforms for the world to enjoy.
Slide Annotations: https://www.facebook.com/groups/OctaneRender/permalink/802016643308749/
OTOY founder and CEO, Jules Urbach, announces a colossal update to the OctaneRender ecosystem, including the pricing and availability of its highly anticipated OctaneRender 3 software and OctaneRender Cloud rendering service, and a detailed roadmap outlining the future of Octane’s development towards a 4.0 release in 2017 with full integration of OTOY’s advanced real-time path tracing engine, Brigade.
Porting and optimizing UniFrac for GPUsIgor Sfiligoi
Poster presented at PEARC20.
UniFrac is a commonly used metric in microbiome research for comparing microbiome profiles to one another (“beta diversity”). The recently implemented Striped UniFrac added the capability to split the problem into many independent subproblems and exhibits near linear scaling. In this poster we describe steps undertaken in porting and optimizing Striped Unifrac to GPUs. We reduced the run time of computing UniFrac on the published Earth Microbiome Project dataset from 13 hours on an Intel Xeon E5-2680 v4 CPU to 12 minutes on an NVIDIA Tesla V100 GPU, and to about one hour on a laptop with NVIDIA GTX 1050 (with minor loss in precision). Computing UniFrac on a larger dataset containing 113k samples reduced the run time from over one month on the CPU to less than 2 hours on the V100 and 9 hours on an NVIDIA RTX 2080TI GPU (with minor loss in precision). This was achieved by using OpenACC for generating the GPU offload code and by improving the memory access patterns. A BSD-licensed implementation is available, which produces a Cshared library linkable by any programming language.
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
OpenGL NVIDIA Command-List: Approaching Zero Driver OverheadTristan Lorach
This presentation introduces a new NVIDIA extension called Command-list.
The purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits.
The sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models
The driver for trying should be PreRelease 347.09
http://www.nvidia.com/download/driverResults.aspx/80913/en-us
GDC16: Arbitrary amount of 3D data running on Gear VR by Vinh TruongUmbra Software
In this talk programmer Vinh Truong explains how it is possible to render huge amounts of 3D data on low capacity devices like smartphones simply by using Umbra's optimization technology.
This session was hosted by ARM at GDC16
A Global Positioning System (GPS) is a space-based satellite navigation system that provides location and time information in all weather conditions,
but how does it work?
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
Basic concept of Deep Learning with explaining its structure and backpropagation method and understanding autograd in PyTorch. (+ Data parallism in PyTorch)
FlameWorks presentation from NVIDIA GTC 2014.
Learn how to add volumetric effects to your game engine - smoke, fire and explosions that are interactive, more realistic, and can actually render faster than traditional sprite-based techniques. Volumetrics remain one of the last big differences between real-time and offline visual effects. In this talk we will show how volumetric effects are now practical on current GPU hardware. We will describe several new simulation and rendering techniques, including new solvers, combustion models, optimized ray marching and shadows, which together can make volumetric effects a practical alternative to particle-based methods for game effects.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
A minimal introduction to Python non-uniform fast Fourier transform (pynufft)Jyh-Miin Lin
Welcome to pynufft's Documentation!
Python non-uniform fast Fourier transform was designed and developed for image reconstruction in Python. Pynufft was written in pure Python and is based on numerical libraries, such as Numpy, Scipy (matplotlib for displaying examples). CUDA computing is experimentally supported.
Pynufft can be installed from Pypi (pip install pynufft). The source can be obtained from https://github.com/jyhmiinlin/pynufft.
Acceleration of the Longwave Rapid Radiative Transfer Module using GPGPUMahesh Khadatare
This poster presents Weather Research and Forecast (WRF)
model is a next-generation mesoscale numerical weather
prediction system designed to serve both operational forecasting
and atmospheric research communities. WRF offers multiple
physics options, one of which is the Long-Wave Rapid Radiative
Transfer Model (RRTM). Even with the advent of large-scale
parallelism in weather models, much of the performance increase
has came from increasing processor speed rather than increased
parallelism. We present an alternative method of scaling model
performance by exploiting emerging architectures like GPGPU
using the fine-grain parallelism. We claim to get much more than
23.71x, performance gain by using asynchronous data transfer,
use of texture memory and the techniques like loop unrolling.
Advances in the Solution of Navier-Stokes Eqs. in GPGPU Hardware. Modelling F...Storti Mario
In this article we compare the results obtained with an implementation of the Finite Volume for structured meshes on GPGPUs with experimental results and also with a Finite Element code with boundary fitted strategy. The example is a fully submerged spherical buoy immersed in a cubic water recipient. The recipient undergoes an harmonic linear motion imposed with a shake table. The experiment is recorded with a high speed camera and the displacement of the buoy if obtained from the video with a MoCap (Motion Capture) algorithm. The amplitude and phase of the resulting motion allows to determine indirectly the added mass and drag of the sphere.
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
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.
GDC talk on how to render Per-Face Texture Mapping (PTEX) datasets on commodity GPUs in Realtime in a much simpler fashion than the earlier proposed techniques. This method is heavily suitable for real time consumption, and can be altered to support other texture techniques.
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...ozlael ozlael
그래픽 최적화를 위해서 필수로 알아야하는 드로우콜과 배칭을 심화하여 다룹니다. 드로우콜의 개념, Batch와 SetPass Call의 차이, 드로우콜 감소 방법 등등 기초 개념부터 실무적인 깊이까지 다룹니다. 기반지식 여부 상관 없이 모두 들으실 수 있습니다. 특히 아티스트와 프로그래머에게 도움이 될 것입니다.
A Global Positioning System (GPS) is a space-based satellite navigation system that provides location and time information in all weather conditions,
but how does it work?
Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.
John McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.
Basic concept of Deep Learning with explaining its structure and backpropagation method and understanding autograd in PyTorch. (+ Data parallism in PyTorch)
FlameWorks presentation from NVIDIA GTC 2014.
Learn how to add volumetric effects to your game engine - smoke, fire and explosions that are interactive, more realistic, and can actually render faster than traditional sprite-based techniques. Volumetrics remain one of the last big differences between real-time and offline visual effects. In this talk we will show how volumetric effects are now practical on current GPU hardware. We will describe several new simulation and rendering techniques, including new solvers, combustion models, optimized ray marching and shadows, which together can make volumetric effects a practical alternative to particle-based methods for game effects.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
A minimal introduction to Python non-uniform fast Fourier transform (pynufft)Jyh-Miin Lin
Welcome to pynufft's Documentation!
Python non-uniform fast Fourier transform was designed and developed for image reconstruction in Python. Pynufft was written in pure Python and is based on numerical libraries, such as Numpy, Scipy (matplotlib for displaying examples). CUDA computing is experimentally supported.
Pynufft can be installed from Pypi (pip install pynufft). The source can be obtained from https://github.com/jyhmiinlin/pynufft.
Acceleration of the Longwave Rapid Radiative Transfer Module using GPGPUMahesh Khadatare
This poster presents Weather Research and Forecast (WRF)
model is a next-generation mesoscale numerical weather
prediction system designed to serve both operational forecasting
and atmospheric research communities. WRF offers multiple
physics options, one of which is the Long-Wave Rapid Radiative
Transfer Model (RRTM). Even with the advent of large-scale
parallelism in weather models, much of the performance increase
has came from increasing processor speed rather than increased
parallelism. We present an alternative method of scaling model
performance by exploiting emerging architectures like GPGPU
using the fine-grain parallelism. We claim to get much more than
23.71x, performance gain by using asynchronous data transfer,
use of texture memory and the techniques like loop unrolling.
Advances in the Solution of Navier-Stokes Eqs. in GPGPU Hardware. Modelling F...Storti Mario
In this article we compare the results obtained with an implementation of the Finite Volume for structured meshes on GPGPUs with experimental results and also with a Finite Element code with boundary fitted strategy. The example is a fully submerged spherical buoy immersed in a cubic water recipient. The recipient undergoes an harmonic linear motion imposed with a shake table. The experiment is recorded with a high speed camera and the displacement of the buoy if obtained from the video with a MoCap (Motion Capture) algorithm. The amplitude and phase of the resulting motion allows to determine indirectly the added mass and drag of the sphere.
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
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.
GDC talk on how to render Per-Face Texture Mapping (PTEX) datasets on commodity GPUs in Realtime in a much simpler fashion than the earlier proposed techniques. This method is heavily suitable for real time consumption, and can be altered to support other texture techniques.
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...ozlael ozlael
그래픽 최적화를 위해서 필수로 알아야하는 드로우콜과 배칭을 심화하여 다룹니다. 드로우콜의 개념, Batch와 SetPass Call의 차이, 드로우콜 감소 방법 등등 기초 개념부터 실무적인 깊이까지 다룹니다. 기반지식 여부 상관 없이 모두 들으실 수 있습니다. 특히 아티스트와 프로그래머에게 도움이 될 것입니다.
Learn how to switch and export data from MBOX email files supporting email clients application like Thunderbird, Entourage, AppleMail, Netscape, Spicebird, PocoMail, Evolution, Opera Mail, IncrediMail, Claws Mail, Sylpheed, SeaMonkey, Mulberry, Eudora, etc. to an Outlook PST and some other file format using advance MBOX Converter Tool. Through MBOX to PST Converter Software you will easily convert MBOX file into an Outlook PST format with all database.
Codemotion Roma 2018 - Alessandro Pozone, Matteo Valoriani
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
Immerge yourself in a new Reality - Alessandro Pozone - Codemotion Rome 2018Codemotion
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
Computer Vision - now working in over 2 Billion Web Browsers!Rob Manson
This was presented at Augmented World Expo in Santa Clara (#AWE2017). A video of the live Natural Feature Tracking demo will be uploaded and linked from here soon.
The key benefit of using AR in your web browser is how quick and easy it is to share. You can send a single web link through social media or email and the recipient can just tap on the link and it works. But up until recently this has not included Computer Vision based AR for a number of technical and market reasons. This presentation will position the web browser in the overall context of Computer Vision history, and we'll look at how this has evolved through developments including jsartoolkit.js, tracking.js and AR.js. We'll then dive deeper into the latest developments to show how OpenCV performs running in the browser and how this compares to native applications. This deep dive will compare the different feature detection/extraction algorithms and how they perform on some well known image data sets. The session will conclude with demos that show how this all works right now in over 2 Billion capable web browsers.
First day of slides for @GAFFTA workshop http://www.gaffta.org/2012/07/24/hacking-the-kinect-with-openframeworks/
Part 1 of the live stream : http://www.youtube.com/watch?v=WXfy8Cuje-0&feature=plcp
Part 2 of the live stream :
http://www.youtube.com/watch?v=I80FsOlMPj8&feature=plcp
The newest compilation of Virtual Reality latest news, updates, releases and our short review of VR Expo 2018 in Amsterdam.
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
Tutorial on Point Cloud Compression and standardisationRufael Mekuria
Tutorial on Point Cloud Compression and standardisation given at IEEE VCIP 2017 in december. I provide the techniques for point cloud compression and the designed quality metrics and codecs in my PhD at CWI. I detail the standardisation activity on point cloud compression that I started in 2014 and that started in 2017 involving all mobile device makers like Apple, Huawei, Sony, Samsung and Nokia.
Discover the technology behind "The Heretic" – Unite Copenhagen 2019Unity Technologies
Unity's award-winning Demo team, creators of Adam and Book of the Dead, showcases how Unity can power high-end visuals for game productions. These slides show how the team used the latest features in the High Definition Render Pipeline such as Post Processing, Shader Graph, Visual Effect Graph, and Timeline to create their latest amazing real-time short film, The Heretic.
Speaker: Mark Schoennagel – Unity
Watch the session on YouTube: https://youtu.be/CCnhPyK1v9E
Decentralized Digital Twins using FLOSS, OW2online, June 2020OW2
Digital twins concept can be summarized as the association of a real entity with a digital replica, many applications will be covered some ethical questions remains and some solutions are presented to make this technology desirable with a privacy by design approach.
The "Web of Twins" experiment is presented as an implementation using JavaScript and WebThings API
from devices to VR/XR user interface. Presentation by Philippe Coval from Mozilla Foundation.
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
presentation about 2 emerging standards activities that I started and led in MPeG, point cloud compression on a new image and video format, and NBMP for media delivery in 5G networks. Presented at Philips R&D in Eindhoven the Netherlands
Similar to OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015 (20)
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
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.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
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.
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
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/
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
1. So you want to build a Holodeck?
#OctaneRender #VR #AR
OTOY Inc.
March 2015
2.
3. Holodeck – a 20th century take on VR
Light field displays are coming, but…
VR / AR will offer a cheaper and more immersive option to billions sooner
4.
5. Holodeck – a 20th century take on VR
OTOY’s mission: make digital holographic* content creation practical
*(Digital Hologram: 8D light field volume + depth +reflectance)
11. 2.2
Oculus VR support – done right
That’s everything on our GTC’14 roadmap for 2.x
Octane 2 – ready to replace CPU rendering in VFX?
Yeah. Only one test I wanted to see us pass…
17. VR
It’s an experiment – a bet on VR to push awareness
Available to all between April to July on OTOY.com
All the features of Octane 2.2 – NOT A DEMO version
Free – even for commercial use
If it works – and we all want it to – we’ll keep it free
31. 3
OpenCL – Octane on CPUs, GPUs, FPGAs and ASICs
Out of core rendering of geometry w/ CPU fallback
FBX (bones/skinning) and PTEX supported natively
32. 3.x
Deep pixel rendering
Live bridge between O3 plug-ins – e.g. Max -> Nuke
Adobe Photoshop plug-in ships in O3 with live deep
pixel linking
Texture baking (UV / volumetric) for Unreal and Unity
plug-ins. Supports SH, can be done live or offline
Unlimited mesh size and infinite primitive count
33. 3.x
Raw lighting and albedo render passes
Fine-grained reflection, shadow and illumination
casting controls per object or layer
Fully configurable UI, transform gizmos and dockable
windows in O3 Standalone
New 3rd party plugin APIs: C modules and portable
LLVM-based modules in ORBX packages / script nodes
34. 3.x
NEW: ORBX media files
Based on ORBX scene format, but for output…
Cached render data in the form of light fields, film
buffers
Movie and audio textures including MP4 and HEVC
Per node timelines
Light field volume primitives
35. 3.x
ORBX media files support web and mobile viewing of
interactive content for HTML5, VR and AR
Interactive scene baking to Web / VR / AR without any
game engine dependency
36. 3.x
Open and free alpha in June
3.0 Release later this year (Q3)
3.x updates continuing into 2016
43. OctaneRender Cloud (ORC)
Unlimited fire and forget – all web based on orc.otoy.com
Upload scenes on web, or from plug-ins, then render on the cloud
Ideal for parallel workflows (i.e. animation, light field)
Octane CE runs live on desktop.otoy.com for DCC cloud services on X.IO