Shader programming is one of the things that most influences how good your game will look, yet it's perceived as a black art, hidden away and feared.
In this talk, Claudia described:
1. How shader programming works
2. How Unity lets you take almost full control of the shader subsystem
3. What you can achieve with that control
4. How to implement a custom Physically Based Lighting system and the logic behind every choice
Shader programming is typically an esoteric technological area for those that have started off programming game clients using Unity. Since Unity abstracts out the graphics pipeline into an easy to use visual editor, we rarely delve into the inner workings of the programmable GPU
Don't be afraid of shaders, says our Yilmaz Kiymaz. They can add some magic to the game. Check out his Unite 2015 talk, hope you will find it useful! #unite2015
This is a presentation about the basics of rendering, which was made with an intention to help people, who work with real-time graphics applications, understand the steps we need to perform in order to produce the image on the screen.
Shader programming is typically an esoteric technological area for those that have started off programming game clients using Unity. Since Unity abstracts out the graphics pipeline into an easy to use visual editor, we rarely delve into the inner workings of the programmable GPU
Don't be afraid of shaders, says our Yilmaz Kiymaz. They can add some magic to the game. Check out his Unite 2015 talk, hope you will find it useful! #unite2015
This is a presentation about the basics of rendering, which was made with an intention to help people, who work with real-time graphics applications, understand the steps we need to perform in order to produce the image on the screen.
Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the "Real-Time Shadowing Techniques" course. Jan Kautz and Marc Stamminger organized the course. The presentation covers robust shadow volume rendering techniques for GPUs.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
Substance user group in Shanghai Open day 2017 PPT share.
Original PPT here.
https://www.dropbox.com/s/3vs76eh1d32iwmb/substanceshanghaippt_repacked.ppsm?dl=0
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
Presented at the GPU Technology Conference 2012 in San Jose, California.
Monday, May 14, 2012.
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Topics covered include the latest advances available for Cg 3.1, the OpenGL Shading Language (GLSL); programmable tessellation; improved support for Direct3D conventions; integration with Direct3D and CUDA resources; bindless graphics; and more. When you utilize the latest OpenGL innovations from NVIDIA in your graphics applications, you benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
This is the presentation deck from my talk at Unite 2019 . This focused on the writing scriptable modular and GPU efficient shaders in Unity along with hardware flexibility and optimizations.
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/
Presented at SIGGRAPH 2004 in Los Angeles on Tuesday, August 10th during the "Real-Time Shadowing Techniques" course. Jan Kautz and Marc Stamminger organized the course. The presentation covers robust shadow volume rendering techniques for GPUs.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
Substance user group in Shanghai Open day 2017 PPT share.
Original PPT here.
https://www.dropbox.com/s/3vs76eh1d32iwmb/substanceshanghaippt_repacked.ppsm?dl=0
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
Presented at the GPU Technology Conference 2012 in San Jose, California.
Monday, May 14, 2012.
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Topics covered include the latest advances available for Cg 3.1, the OpenGL Shading Language (GLSL); programmable tessellation; improved support for Direct3D conventions; integration with Direct3D and CUDA resources; bindless graphics; and more. When you utilize the latest OpenGL innovations from NVIDIA in your graphics applications, you benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
This is the presentation deck from my talk at Unite 2019 . This focused on the writing scriptable modular and GPU efficient shaders in Unity along with hardware flexibility and optimizations.
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/
Source code : https://github.com/tritmt/TrainingMarch2017
Content week 02:
Render Pipeline
The difference between a CPU and GPU
Shader Languages
Shading Language used in Unity
First Shader
Shader Property
Shader data types and precision
ShaderLab Syntax
Vertex and Fragment shaders
Fragment Shader : Simple Color
Fragment Shader : ColorUV
Fragment Shader : Simple Texture
Fragment Shader : Multi Texture
Vertex Shader : Waves
ShaderLab built-in values
Exercise 01 : Shader GrayScale
Exercise 02 : Shader Brightness - Contrast
Exercise 03 : Terrain
Exercise 04 : Shader Blur (option)
Big Data Logging Pipeline with Apache Spark and KafkaDogukan Sonmez
How to ship huge amount of log data through big data pipeline which is built by apache spark, kafka and elasticsaerch.
Challenges while running this pipeline on production.
Presented September 30, 2009 in San Jose, California at GPU Technology Conference.
Describes the new features of OpenGL 3.2 and NVIDIA's extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
Learn how to use Adobe’s Pixel Bender technology to trick out your applications with a limitless variety of effects and transitions. Write pixel shaders with the Pixel Bender Toolkit and integrate them into Flex. Bring your shaders to life using the Flex effects library and other popular tweening libraries. Leverage Pixel Bender’s processing power for non-visual computations. Discover the pros and cons of using Pixel Bender vs. traditional AS3 approaches. Expect lots of demos and open source code to play with.
Photopia optical design software runs inside of Solidworks and Rhino, allowing optical engineers to design and analyze optical systems. Monte-carlo raytracing simulations ensure high accuracy, along with a fully modeled light source library and measured BSDF data for common materials. www.ltioptics.com
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Similar to Shaders - Claudia Doppioslash - Unity With the Best (20)
Tumeurs Neuroendocrines : une vue d'ensembleBeMyApp
Le Dr Olivier Dubreuil donne une vue d'ensemble des Tumeurs Neuroendocrines via une présentation donnée au cour de la soirée Idéation du hackathon NET Patient Accelerator qui a eu lieu le 30 avril 2016 à la Zalthabar.
Building your first game in Unity 3d by Sarah SextonBeMyApp
Learn to create a 3D isometric survival shooter called Nightmares using Unity 5 in this hands-on workshop. Although this workshop is beginner-friendly, you need to understand mathematical 3D concepts.
Using intel's real sense to create games with natural user interfaces justi...BeMyApp
As technology advances, more sophisticated ways of interfacing with it are emerging. Even though new tech strives to make our apps more intuitive and easy to use, designing interfaces for those apps is not quite as straight forward. We’ve learned a few rules and “gotchas” when working with gesture cameras that can help to make apps that use them easy and fun to use.
In this talk Justin described:
1. Different data types you can get from Intel® RealSense™ and how to get them
2. Designing an interface for a gesture camera
3. Using your hands, face, and voice as an interface
Introduction to using the R200 camera & Realsense SDK in Unity3d - Jon CollinsBeMyApp
We used the Intel RealSense SDK In conjunction with the R200 Camera to bring about the fun, interactive and tactile gameplay featured at GDC16. Using Intel® RealSense™ we were able to create a unique gameplay experience with every play through, as the players themselves sculpted the terrain the game used out of sand which was monitored by the camera and our code effectively translated the profile of the sand into a terrain. In this talk we’ll use one of the realsense samples to step through and gain an insight into how that depth data is translated into a usable game object in Unity3d.
In this talk, Jon described:
1. Features we used in the Magic and Magnums Tower Defense game
2. Using the Blob Sensing and tracking actions provided in the Unity Toolkit for Realsense
3. Using the Realsense Depth feed to manipulate meshes
Unity 5 introduces a new Audio Mixer system to take your game’s music and sound effects to the next level! Andy will give a hands-on, in-editor demo of all the new Audio Features introduced in the latest version of the Unity game engine; covering in-game sound mixing, groups, applying effects, audio ducking, fading and more!
This talk is welcome to all but at least some Unity knowledge will be useful.
[HACKATHON CISCO PARIS] Slideshow du workshop Smart CityBeMyApp
Slideshow du workshop Smart City organisé le mercredi 23 mars au NUMA. Ce workshop est organise dans le cadre du hackathon Smart City les 1-3 avril prochain.
Before Spécial 1ère Année proposé par BeMyApp le 8 mars 2016 à l'École 42. Tous les bons conseils, astuces, liens pour des Softwares | Applications pour bien réussir un Hackathon.
[Workshop e résidents] présentation intent, craft ai, dalkia et incubateurBeMyApp
Slideshow de présentation diffusé lors du workshop idéation / soirée pitch à l'Usine io le lundi 1er février. Cet événement a été organisé dans le cadre du Programme E-résidents.
http://hackathon.dalkia.fr/
[Webinar E-résidents #1] Présentation des différents métiers du bâtiment conn...BeMyApp
Dans le cadre du hackathon E-résidents, nous organisons deux webinars de 30 minutes chacun les mardi 19 et 26 janvier à 18h.
Pour cette première immersion au sein du bâtiment connecté, ce sont les deux supers mentors Jean-Yves Lépine et Patrick Quach respectivement Directeur des Relations Clients chez Dalkia et Product Manager chez Intent Technologies, qui expliqueront en détail les différents métiers (gestionnaire de patrimoine, exploitant, fournisseurs de services, occupants, etc...). Ils aborderont les problématiques de chaque acteur ainsi que des idées d'applications à développer et/ou existantes. Une session de questions/réponses suivra.
18h - Introduction par Alex de BeMyApp
18h05 - Présentation des métiers du bâtiment connecté
18h25 - Idées & inspirations pour le hackathon
18h30 - Q&A
Pour rappel, le hackathon E-résidents aura lieu les 5-7 février prochain à l'Usine io. Le workshop Idéation est complémentaire de ce webinar, il prévu le mardi 2 février toujours à l'Usine io.
HP Helion Webinar #5 - Security Beyond FirewallsBeMyApp
OpenStack security is a huge and broad topic.
In this webinar we will analyze cloud security, the network to the application layer, going through specific layers, some in common between OpenStack itself and the applications. We will also understand how security will be impacted by the cloud philosophy.
HP Helion Webinar #4 - Open stack the magic pillBeMyApp
We will go through a quick overview about the 5 years of OpenStack cloud computing platform. This webinar explains the short history of this fast growing open-source initiative, and try to answer the common questions about the place of infrastructure and platform services in the IT hierarchy.
The technology is ready, but are we ready for the cloud adoption? Does it really solve our business problems? Learn the basic terminology, get an insight about the IT operation and development transition steps required to win the efficiency race.
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.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
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.
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!
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...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.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
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.
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.
5. Why make your ownWhy make your own
custom shader(s)?custom shader(s)?
6. Why make your own custom shader(s)?Why make your own custom shader(s)?
Unity 5 has got a pretty decent default shader system
7. Why make your own custom shader(s)?Why make your own custom shader(s)?
But!But!
8. Why make your own custom shader(s)?Why make your own custom shader(s)?
Journey's look was not achieved with a standard shader.
9. Why make your own custom shader(s)?Why make your own custom shader(s)?
Optimise for a specificOptimise for a specific
target platformtarget platform
(Like VR)(Like VR)
10. Why make your own custom shader(s)?Why make your own custom shader(s)?
more work
needs thought
needs time from the artists
needs to study those Graphics papers!
Drawbacks:Drawbacks:
12. So what is a shader?So what is a shader?
"A piece of code that runs on"A piece of code that runs on
the GPU, takes vertices,the GPU, takes vertices,
textures, and other data,textures, and other data,
and returns pixel colours"and returns pixel colours"
13. So what is a shader?So what is a shader?
PipelinePipeline
scene -> objects with the same material ->scene -> objects with the same material ->
14. So what is a shader?So what is a shader?
PipelinePipeline
drawcall -> list of vertices & other info ->drawcall -> list of vertices & other info ->
15. So what is a shader?So what is a shader?
PipelinePipeline
vertex shader -> fragment + interpolated data ->vertex shader -> fragment + interpolated data ->
16. So what is a shader?So what is a shader?
PipelinePipeline
fragment shader (lighting) -> final pixel colorfragment shader (lighting) -> final pixel color
19. Renderer TypesRenderer Types
ForwardForward
Shading happens at each object's raster timeShading happens at each object's raster time
One pass for each lightOne pass for each light
Expensive when many lightsExpensive when many lights
But good support for complex lightingBut good support for complex lighting
Unity supports itUnity supports it
20. Renderer TypesRenderer Types
DeferredDeferred
Shading happens last, onceShading happens last, once
First rasterises the objects data into 2d buffersFirst rasterises the objects data into 2d buffers
Cheap when many lightsCheap when many lights
Limited support for complex lightingLimited support for complex lighting
Unity supports itUnity supports it
25. Unity Shaders BasicUnity Shaders Basic
Surface Shaders give you:Surface Shaders give you:
easier normal mapping
helper functions
add passes for forward renderer
Occasionally it's in the way.Occasionally it's in the way.
But!But!
35. Unity Shaders BasicUnity Shaders Basic
The Standard shaderThe Standard shader
implementation can beimplementation can be downloadeddownloaded
36. Unity Shaders BasicUnity Shaders Basic
The include files are important toThe include files are important to
interoperate with Unity shadows/lightmapsinteroperate with Unity shadows/lightmaps
38. Non-PBS principlesNon-PBS principles
In the olden days...In the olden days...
diffuse
specular
normal
texture BRDF lookup
fresnel
we lacked ALU power to do complex lightingwe lacked ALU power to do complex lighting
39. Parts of the shaderParts of the shader
Diffuse = dot(N,L)Diffuse = dot(N,L)
lacks a model of the surface behaviourslacks a model of the surface behaviours
it can give back more light than it receivesit can give back more light than it receives
dot product of the Normal and Light directionsdot product of the Normal and Light directions
40. Parts of the shaderParts of the shader
Diffuse = dot(N,L)Diffuse = dot(N,L)
41. Parts of the shaderParts of the shader
Normal MappingNormal Mapping
is still largely the sameis still largely the same
a way to add cheap detail with one texturea way to add cheap detail with one texture
42. Parts of the shaderParts of the shader
SpecularSpecular
depends just on direction and specular mapdepends just on direction and specular map
no concept of Roughnessno concept of Roughness
Specular Power :/Specular Power :/
49. PBS principlesPBS principles
HDRHDR
Many operators for Tone MappingMany operators for Tone Mapping
[Ref: ]filmicgames.com
Reinhard
plain linear &
exposure adjustment
50. PBS principlesPBS principles
The Rendering EquationThe Rendering Equation
[Ref: ]@levork
(using only 1000 most used English words)
52. PBS principlesPBS principles
Microfacet theoryMicrofacet theory
Introduces a good explanation of RoughnessIntroduces a good explanation of Roughness
Surfaces have micro-facetsSurfaces have micro-facets
each reflect light according to its normaleach reflect light according to its normal
54. PBS principlesPBS principles
Energy conservationEnergy conservation
More intense highlight are smallerMore intense highlight are smaller
Less intense are largerLess intense are larger
Can't reflect more light than receivedCan't reflect more light than received
55. PBS principlesPBS principles
Area LightsArea Lights
Sadly no realtime support in UnitySadly no realtime support in Unity
More expensive but more realisticMore expensive but more realistic
59. Normal Process:Normal Process:
fail and no idea whyfail and no idea why
Physically Based ProcessPhysically Based Process
You've got nothing to compare with except
your own imagination.
And small errors can pile up unseen
60. PB Process:PB Process:
fail and know why/wherefail and know why/where
by comparing with refby comparing with ref
Physically Based ProcessPhysically Based Process
61. PB Process:PB Process:
same settings will work withsame settings will work with
different lighting conditionsdifferent lighting conditions
Physically Based ProcessPhysically Based Process
64. Oren NayarOren Nayar
Different BRDFsDifferent BRDFs
Adds a roughness modelAdds a roughness model
Diffuse onlyDiffuse only
Pretty decent for skin, clothPretty decent for skin, cloth
(even not using Subsurface(even not using Subsurface
Scattering)Scattering)
66. Cook TorranceCook Torrance
Different BRDFsDifferent BRDFs
flexible, good all aroundflexible, good all around
there are better BRDFs for metalthere are better BRDFs for metal
A great specularA great specular
67. Ashikhmin ShirleyAshikhmin Shirley
Different BRDFsDifferent BRDFs
Excellent for metalExcellent for metal
AnisotropicAnisotropic
As an extra layer for wet surfacesAs an extra layer for wet surfaces
68. DisneyDisney
Different BRDFsDifferent BRDFs
onesize fits allonesize fits all
maybe easier for artists but not as flexiblemaybe easier for artists but not as flexible
they chose to keep the fewest parametersthey chose to keep the fewest parameters
possiblepossible
69. Drawbacks to choosingDrawbacks to choosing
unusual BRDFs:unusual BRDFs:
BRDFs window shoppingBRDFs window shopping
Indirect lighting calculation can be trickyIndirect lighting calculation can be tricky
But using one for a more common BRDF couldBut using one for a more common BRDF could
work okwork ok
71. Artist facing decisionsArtist facing decisions
more configurability meansmore configurability means
more confusing for the artistmore confusing for the artist
need to figure out whichneed to figure out which
parameters are less relevantparameters are less relevant
74. ConclusionConclusion
Now you have the basics to tackleNow you have the basics to tackle
making your own custom lightingmaking your own custom lighting
system.system.