This document discusses rendering algorithms and techniques. It begins by defining rendering as the process of generating 2D or 3D images from 3D models. There are two main categories of rendering: real-time rendering used for interactive graphics, and pre-rendering used where image quality is prioritized over speed. The three main computational techniques are ray casting, ray tracing, and shading. Ray tracing simulates physically accurate lighting by tracing the path of light rays. Shading determines an object's shade based on attributes like diffuse illumination and light source contributions.
Cohen-Sutherland Line Clipping Algorithm:
When drawing a 2D line on screen, it might happen that one or both of the endpoints are outside the screen while a part of the line should still be visible. In that case, an efficient algorithm is needed to find two new endpoints that are on the edges on the screen, so that the part of the line that's visible can now be drawn. This way, all those points of the line outside the screen are clipped away and you don't need to waste any execution time on them.
A good clipping algorithm is the Cohen-Sutherland algorithm for this solution.
By,
Maruf Abdullah Rion
Parallel projection is a type of projection used in computer graphics to create a flat, two-dimensional image from a three-dimensional object. This type of projection is achieved by projecting a three-dimensional object onto a viewing plane from a single point of view. This will create a two-dimensional image of the object that is parallel to the viewing plane. This is the most common type of projection used in computer graphics, as it is relatively easy to implement and provides a better sense of depth than orthographic projection. It is often used in architectural drawings, cartography, games, and other applications.
Cohen-Sutherland Line Clipping Algorithm:
When drawing a 2D line on screen, it might happen that one or both of the endpoints are outside the screen while a part of the line should still be visible. In that case, an efficient algorithm is needed to find two new endpoints that are on the edges on the screen, so that the part of the line that's visible can now be drawn. This way, all those points of the line outside the screen are clipped away and you don't need to waste any execution time on them.
A good clipping algorithm is the Cohen-Sutherland algorithm for this solution.
By,
Maruf Abdullah Rion
Parallel projection is a type of projection used in computer graphics to create a flat, two-dimensional image from a three-dimensional object. This type of projection is achieved by projecting a three-dimensional object onto a viewing plane from a single point of view. This will create a two-dimensional image of the object that is parallel to the viewing plane. This is the most common type of projection used in computer graphics, as it is relatively easy to implement and provides a better sense of depth than orthographic projection. It is often used in architectural drawings, cartography, games, and other applications.
Computer Graphics is an advance field in information technology and all about manipulation and rendering of images. This presentation covers all the main concepts in computer graphics including graphics algorithms.
This is about Image segmenting.We will be using fuzzy logic & wavelet transformation for segmenting it.Fuzzy logic shall be used because of the inconsistencies that may occur during segementing or
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
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!
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.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
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.
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.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
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.
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.
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
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
2. What is rendering
Rendering is the process involved in the generation of a
two-dimensional or three-dimensional image from a model
by means of application programs. Rendering is mostly
used in architectural designs, video games, and animated
movies, simulators, TV special effects and design
visualization. The techniques and features used vary
according to the project. Rendering helps increase
efficiency and reduce cost in design.
RENDERING ALGORITHM
2
3. Categories of rendering
3
• There are two categories of rendering: pre-rendering and real-time rendering. The
striking difference between the two lies in the speed at which the computation
and finalization of images takes place.
• Real-Time Rendering: The prominent rendering technique using in interactive
graphics and gaming where images must be created at a rapid pace. Because user
interaction is high in such environments, real-time image creation is required.
Dedicated graphics hardware and pre-compiling of the available information has
improved the performance of real-time rendering.
• Pre-Rendering: This rendering technique is used in environments where speed is
not a concern and the image calculations are performed using multi-core central
processing units rather than dedicated graphics hardware. This rendering
technique is mostly used in animation and visual effects, where photorealism
needs to be at the highest standard possible.
4. Computational techniques
4
• For these rendering types, the three major computational techniques used are:
Ray Casting
Ray Tracing
Shading
5. Ray Tracing
• Ray tracing is a rendering technique that can realistically simulate the lighting of a
scene and its objects by rendering physically accurate reflections, refractions,
shadows, and indirect lighting.
• Ray tracing generates computer graphics images by tracing the path of light from
the view camera (which determines your view into the scene), through the 2D
viewing plane (pixel plane), out into the 3D scene, and back to the light sources.
As it traverses the scene, the light may reflect from one object to another (causing
reflections), be blocked by objects (causing shadows), or pass through transparent
or semi-transparent objects (causing refractions).
• All of these interactions are combined to produce the final color and illumination
of a pixel that is then displayed on the screen. This reverse tracing process of
eye/camera to light source is chosen because it is far more efficient than tracing all
light rays emitted from light sources in multiple directions.
5
6. • Another way to think of ray tracing is to look around you, right now. The objects
you’re seeing are illuminated by beams of light. Now turn that around and follow
the path of those beams backwards from your eye to the objects that light interacts
with. That’s ray tracing.
• The primary application of ray tracing is in computer graphics, both non-real-time
(film and television) and real-time (video games). Other applications include those
in architecture, engineering, and lighting design.
6
8. Ray Tracing Fundamentals
• Ray casting is the process in a ray tracing algorithm that shoots one or more rays
from the camera (eye position) through each pixel in an image plane, and then
tests to see if the rays intersect any primitives (triangles) in the scene.
• If a ray passing through a pixel and out into the 3D scene hits a primitive, then the
distance along the ray from the origin (camera or eye point) to the primitive is
determined, and the color data from the primitive contributes to the final color of
the pixel.
• The ray may also bounce and hit other objects and pick up color and lighting
information from them.
9. • Ray casting is the most basic of many computer graphics rendering algorithms that
use the geometric algorithm of ray tracing. Ray tracing-based rendering algorithms
operate in image order to render three-dimensional scenes to two-dimensional
images.
• Geometric rays are traced from the eye of the observer to sample the light
(radiance) travelling toward the observer from the ray direction. The speed and
simplicity of ray casting comes from computing the color of the light without
recursively tracing additional rays that sample the radiance incident on the point
that the ray hit.
• This eliminates the possibility of accurately rendering reflections, refractions, or
the natural falloff of shadows; however all of these elements can be faked to a
degree, by creative use of texture maps or other methods. The high speed of
calculation made ray casting a handy rendering method in early real-time 3D
video games.
9
10. • The idea behind ray casting is to trace rays from the eye, one per pixel, and find
the closest object blocking the path of that ray – think of an image as a screen-
door, with each square in the screen being a pixel. This is then the object the eye
sees through that pixel.
• Using the material properties and the effect of the lights in the scene, this
algorithm can determine the shading of this object. The simplifying assumption is
made that if a surface faces a light, the light will reach that surface and not be
blocked or in shadow. The shading of the surface is computed using traditional 3D
computer graphics shading models.
• One important advantage ray casting offered over older scanline algorithms was
its ability to easily deal with non-planar surfaces and solids, such
as cones and spheres. If a mathematical surface can be intersected by a ray, it can
be rendered using ray casting. Elaborate objects can be created by using solid
modelling techniques and easily rendered.
10
11. • Path Tracing is a more intensive form of ray tracing that traces hundreds or
thousands of rays through each pixel and follows the rays through numerous
bounces off or through objects before reaching the light source in order to collect
color and lighting information.
• Bounding Volume Hierarchy (BVH) is a popular ray tracing acceleration
technique that uses a tree-based “acceleration structure” that contains multiple
hierarchically-arranged bounding boxes (bounding volumes) that encompass or
surround different amounts of scene geometry or primitives.
• Testing each ray against every primitive intersection in the scene is inefficient and
computationally expensive, and BVH is one of many techniques and optimizations
that can be used to accelerate it. The BVH can be organized in different types of
tree structures and each ray only needs to be tested against the BVH using a depth-
first tree traversal process instead of against every primitive in the scene.
• Prior to rendering a scene for the first time, a BVH structure must be created
(called BVH building) from source geometry. The next frame will require either a
new BVH build operation or a BVH refitting based on scene changes.
11
12. • Denoising Filtering is an advanced filtering techniques that can improve
performance and image quality without requiring additional rays to be cast.
Denoising can significantly improve the visual quality of noisy images that might
be constructed of sparse data, have random artifacts, visible quantization noise, or
other types of noise.
• Denoising filtering is especially effective at reducing the time ray traced images
take to render, and can produce high fidelity images from ray tracers that appear
visually noiseless. Applications of denoising include real-time ray tracing and
interactive rendering. Interactive rendering allows a user to dynamically interact
with scene properties and instantly see the results of their changes updated in the
rendered image.
12
15. Shading algorithm
• Shading is referred to as the implementation of the illumination model at the pixel points or
polygon surfaces of the graphics objects.
• Shading model is used to compute the intensities and colors to display the surface. The shading
model has two primary ingredients: properties of the surface and properties of the illumination
falling on it. The principal surface property is its reflectance, which determines how much of the
incident light is reflected. If a surface has different reflectance for the light of different
wavelengths, it will appear to be colored.
• An object illumination is also significant in computing intensity. The scene may have to save
illumination that is uniform from all direction, called diffuse illumination.
15
16. • Shading models determine the shade of a point on the surface of an object in terms
of a number of attributes. The shading Mode can be decomposed into three parts, a
contribution from diffuse illumination, the contribution for one or more specific
light sources and a transparency effect.
• Each of these effects contributes to shading term E which is summed to find the
total energy coming from a point on an object. This is the energy a display should
generate to present a realistic image of the object. The energy comes not from a
point on the surface but a small area around the point.
• The simplest form of shading considers only diffuse illumination:
• where Epd is the energy coming from point P due to diffuse illumination. Id is the
diffuse illumination falling on the entire scene, and Rp is the reflectance
coefficient at P which ranges from shading contribution from specific light sources
will cause the shade of a surface to vary as to its orientation concerning the light
sources changes and will also include specular reflection effects.
16