The first part of the Introduction to new NVidia RTX graphics cards architecture and new Raytracing pipeline in DirectX12 (DXR) and Vulkan 1.2 libraries used in real-time rendering.
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.
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
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 is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Michal Valient of Guerrilla gave a talk on deferred rendering in Killzone 2. The talk covered an overview of forward and deferred rendering, Killzone 2's G-buffer layout, deferred rendering passes such as geometry, lighting accumulation, and post-processing, as well as the use of SPUs in parallelizing rendering tasks like display list generation and image-based lighting. Deferred rendering allowed Killzone 2 to scale well with lighting complexity and reduce overdraw compared to forward rendering.
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.
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
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 is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Michal Valient of Guerrilla gave a talk on deferred rendering in Killzone 2. The talk covered an overview of forward and deferred rendering, Killzone 2's G-buffer layout, deferred rendering passes such as geometry, lighting accumulation, and post-processing, as well as the use of SPUs in parallelizing rendering tasks like display list generation and image-based lighting. Deferred rendering allowed Killzone 2 to scale well with lighting complexity and reduce overdraw compared to forward rendering.
The Large Interferometer For Exoplanets (LIFE) II: Key Methods and TechnologiesAdvanced-Concepts-Team
The LIFE initiative has the goal to develop the science, the technology and a roadmap for an aspiring space mission that will allow humankind to detect and characterize, via nulling interferometry, the atmospheres of hundreds of nearby extrasolar planets including dozens that may be similar to Earth. This follow-up talk will tackle more of the techniques and technologies that will enable such an ambitious undertaking. I will outline the underlying measuring principle, and provide some overview over essential technologies, their current status and necessary developments.
Star Ocean 4 - Flexible Shader Managment and Post-processingumsl snfrzb
The document discusses the flexible shader system used in Star Ocean 4. It describes how artists can create shaders in Maya without needing a programmer. Shaders are generated at runtime from the shader nodes created by artists. This allows for flexibility but resulted in large shader cache files during development due to the high number of possible shader variations. Solutions such as limiting shader adaptors and non-generated shaders helped reduce the file size.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
The document summarizes a presentation about lighting techniques for a spherical planet in the game Project A1. It discusses using deferred cubic irradiance caching for global illumination that varies based on 12 time spans. Reflection probes are relit based on time of day instead of pre-capturing. Directional lighting and shadows change according to longitude. Sky lighting and bent normals are stored in cubemaps.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
This document provides an overview of ocean rendering techniques using Fast Fourier Transforms (FFT). It discusses how games and movies like Assassin's Creed, Crysis, and Titanic simulate ocean water through an FFT-based spectrum representation. The FFT is used to compute the discrete Fourier transform and its inverse to transform between frequency and time domains. Grid sizes of 128-512 are common. Ocean shading considers reflection and refraction using Fresnel equations. Level of detail is achieved through a top-down projected grid for consistent near-far resolution without artifacts.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
Centre Of Geographic Sciences Remote Sensing Field Camp 2015COGS Presentations
Students from the 2015 Centre of Geographic Sciences Remote Sensing Field Camp will collect aerial photographs of the COGS grounds using GoPro cameras to create an orthomosaic with 50cm resolution by May 22nd. They will also collect LiDAR scans of the Sinclair Inn in Annapolis Royal using a Faro scanner to create a georeferenced point cloud and 3D model with 10cm point density accuracy by the same date. The document outlines the preparation, data collection, post-processing, and validation steps for both the aerial photography and terrestrial laser scanning projects.
This document discusses holography and its history. It was invented in 1947 by Dennis Gabor, who received the Nobel Prize in 1971. Holography allows light scattered from an object to be recorded and later reconstructed as a three-dimensional image without the need for glasses or a projection screen. The document outlines the timeline of holography developments and describes how holograms work through the recording and reconstruction of light fields. Potential applications of holography mentioned include gaming, space, the military, virtual reality, marketing, entertainment displays, and future scopes.
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).
Centre of Geographic Sciences Remote Sensing Field Camp 2015COGS Presentations
Students from the 2015 Centre of Geographic Sciences Remote Sensing Field Camp will collect aerial photographs of the COGS grounds using GoPro cameras to create an orthomosaic with 50cm resolution by May 22nd. They will also collect LiDAR scans of Sinclair Inn in Annapolis Royal using a Faro scanner to create a georeferenced point cloud and 3D model with 10cm point density accuracy. The document outlines the preparation, data collection, post-processing, and validation steps for both the aerial photography and Faro scanning projects.
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/
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
The Large Interferometer For Exoplanets (LIFE) II: Key Methods and TechnologiesAdvanced-Concepts-Team
The LIFE initiative has the goal to develop the science, the technology and a roadmap for an aspiring space mission that will allow humankind to detect and characterize, via nulling interferometry, the atmospheres of hundreds of nearby extrasolar planets including dozens that may be similar to Earth. This follow-up talk will tackle more of the techniques and technologies that will enable such an ambitious undertaking. I will outline the underlying measuring principle, and provide some overview over essential technologies, their current status and necessary developments.
Star Ocean 4 - Flexible Shader Managment and Post-processingumsl snfrzb
The document discusses the flexible shader system used in Star Ocean 4. It describes how artists can create shaders in Maya without needing a programmer. Shaders are generated at runtime from the shader nodes created by artists. This allows for flexibility but resulted in large shader cache files during development due to the high number of possible shader variations. Solutions such as limiting shader adaptors and non-generated shaders helped reduce the file size.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
The document summarizes a presentation about lighting techniques for a spherical planet in the game Project A1. It discusses using deferred cubic irradiance caching for global illumination that varies based on 12 time spans. Reflection probes are relit based on time of day instead of pre-capturing. Directional lighting and shadows change according to longitude. Sky lighting and bent normals are stored in cubemaps.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
This document provides an overview of ocean rendering techniques using Fast Fourier Transforms (FFT). It discusses how games and movies like Assassin's Creed, Crysis, and Titanic simulate ocean water through an FFT-based spectrum representation. The FFT is used to compute the discrete Fourier transform and its inverse to transform between frequency and time domains. Grid sizes of 128-512 are common. Ocean shading considers reflection and refraction using Fresnel equations. Level of detail is achieved through a top-down projected grid for consistent near-far resolution without artifacts.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
Centre Of Geographic Sciences Remote Sensing Field Camp 2015COGS Presentations
Students from the 2015 Centre of Geographic Sciences Remote Sensing Field Camp will collect aerial photographs of the COGS grounds using GoPro cameras to create an orthomosaic with 50cm resolution by May 22nd. They will also collect LiDAR scans of the Sinclair Inn in Annapolis Royal using a Faro scanner to create a georeferenced point cloud and 3D model with 10cm point density accuracy by the same date. The document outlines the preparation, data collection, post-processing, and validation steps for both the aerial photography and terrestrial laser scanning projects.
This document discusses holography and its history. It was invented in 1947 by Dennis Gabor, who received the Nobel Prize in 1971. Holography allows light scattered from an object to be recorded and later reconstructed as a three-dimensional image without the need for glasses or a projection screen. The document outlines the timeline of holography developments and describes how holograms work through the recording and reconstruction of light fields. Potential applications of holography mentioned include gaming, space, the military, virtual reality, marketing, entertainment displays, and future scopes.
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).
Centre of Geographic Sciences Remote Sensing Field Camp 2015COGS Presentations
Students from the 2015 Centre of Geographic Sciences Remote Sensing Field Camp will collect aerial photographs of the COGS grounds using GoPro cameras to create an orthomosaic with 50cm resolution by May 22nd. They will also collect LiDAR scans of Sinclair Inn in Annapolis Royal using a Faro scanner to create a georeferenced point cloud and 3D model with 10cm point density accuracy. The document outlines the preparation, data collection, post-processing, and validation steps for both the aerial photography and Faro scanning projects.
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/
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Webinar: Designing a schema for a Data WarehouseFederico Razzoli
Are you new to data warehouses (DWH)? Do you need to check whether your data warehouse follows the best practices for a good design? In both cases, this webinar is for you.
A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
But designing a data warehouse correctly is a hard task, which requires gathering information about the business processes that need to be analysed in the first place. These processes must be translated into so-called star schemas, which means, denormalised databases where each table represents a dimension or facts.
We will discuss these topics:
- How to gather information about a business;
- Understanding dictionaries and how to identify business entities;
- Dimensions and facts;
- Setting a table granularity;
- Types of facts;
- Types of dimensions;
- Snowflakes and how to avoid them;
- Expanding existing dimensions and facts.