Creating a third-person zombie horde shooter using DOTS – Unite CopenhagenUnity Technologies
Far North Entertainment is working on a third-person zombie horde shooter using the Data-Oriented Technology Stack (DOTS), which has brought great performance improvements and influenced the development team's mindset to be more data-oriented in general. At Unite Copenhagen, this beginner- to intermediate-level session explained why DOTS is able to process data much faster by examining two specific implementations within the game. The talk also gave an example of how DOTS can be implemented as part of an otherwise traditional Unity application.
Speaker: Simon Eliasson – Far North Entertainment
Watch the session on YouTube: https://youtu.be/yTGhg905SCs
Ramesh Raskar discusses his research vision for computational photography and cameras of the future. He envisions cameras that can understand scenes at a higher level than humans by producing meaningful abstractions from vast amounts of visual data. His work includes techniques like looking around corners using transient imaging, long distance barcodes, light field displays, and augmented reality. The goal is to advance both imaging hardware and computational algorithms to create an "ultimate camera" beyond the limitations of traditional photography.
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 document provides an overview of deferred shading techniques. It begins by explaining why deferred shading is used, including decoupling scene geometry and light complexity. It then covers the basic approach of deferred shading, using a G-buffer to store lighting properties and combining them later. The document discusses techniques like shadow mapping and shadow volumes for adding shadows. It also covers extensions like light pre-pass deferred shading, various anti-aliasing approaches, inferred shading for transparency, and tile-based deferred shading. Examples are given throughout and the techniques are compared.
Creating a third-person zombie horde shooter using DOTS – Unite CopenhagenUnity Technologies
Far North Entertainment is working on a third-person zombie horde shooter using the Data-Oriented Technology Stack (DOTS), which has brought great performance improvements and influenced the development team's mindset to be more data-oriented in general. At Unite Copenhagen, this beginner- to intermediate-level session explained why DOTS is able to process data much faster by examining two specific implementations within the game. The talk also gave an example of how DOTS can be implemented as part of an otherwise traditional Unity application.
Speaker: Simon Eliasson – Far North Entertainment
Watch the session on YouTube: https://youtu.be/yTGhg905SCs
Ramesh Raskar discusses his research vision for computational photography and cameras of the future. He envisions cameras that can understand scenes at a higher level than humans by producing meaningful abstractions from vast amounts of visual data. His work includes techniques like looking around corners using transient imaging, long distance barcodes, light field displays, and augmented reality. The goal is to advance both imaging hardware and computational algorithms to create an "ultimate camera" beyond the limitations of traditional photography.
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 document provides an overview of deferred shading techniques. It begins by explaining why deferred shading is used, including decoupling scene geometry and light complexity. It then covers the basic approach of deferred shading, using a G-buffer to store lighting properties and combining them later. The document discusses techniques like shadow mapping and shadow volumes for adding shadows. It also covers extensions like light pre-pass deferred shading, various anti-aliasing approaches, inferred shading for transparency, and tile-based deferred shading. Examples are given throughout and the techniques are compared.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Deferred Lighting and Post Processing on PLAYSTATION®3Slide_N
This document discusses optimizing post processing and deferred lighting on the PlayStation 3 by offloading work to the system processor units (SPUs). It provides examples of using the SPUs for depth of field preprocessing, screen space ambient occlusion, deferred lighting, volumetric lighting, and shadow mapping. The key advantages of using the SPUs include reducing GPU bottlenecking and improving performance by leveraging the SPUs' flexibility to optimize fragment processing through techniques like tile-based classification and caching shadow map tiles in local memory. Offloading post processing effects to the SPUs can significantly reduce frame times compared to performing the entire effect on the GPU.
The document discusses occlusion culling techniques used in Killzone 3. It describes using the SPUs to render occluders to a depth buffer and then test scene objects against the buffer. Initial approaches involved rendering existing scene geometry but this resulted in too much data. The final approach used simplified geometry tagged by artists as important occluders. Testing modes helped debug and visualize the occlusion culling results.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
O documento apresenta valores referenciais de custos internos recomendados pelo Sinapro-DF a partir de abril de 2018. Inclui valores para serviços como edição de textos, tabelas, ilustrações, anúncios em revistas e jornais, publicidade legal, mídia exterior e interior. Os valores levam em conta a criação, finalização e total dos serviços.
Gdc2012 frames, sparsity and global illumination Manchor Ko
This document discusses the need for a new spherical basis for representing signals on the sphere that addresses deficiencies in spherical harmonics. It introduces spherical needlets, which are a tight frame constructed from spherical quadrature and Littlewood-Paley weights localized in frequency bands. Spherical needlets provide spatially compact representations with good localization properties compared to spherical harmonics. The document outlines key properties a good spherical basis should have and areas for future work in developing improved spherical representations.
Honda Fjs600 Silver Wing Service Manual Ger By Mosueguesta5206f07
This document discusses the benefits of exercise for both physical and mental health. It states that regular exercise can improve cardiovascular health, reduce stress and anxiety, boost mood, sharpen thinking and memory, and reduce the risk of depression. The document recommends that adults get at least 150 minutes of moderate exercise or 75 minutes of vigorous exercise per week to gain these benefits.
This presentation includes data from 2009 and 2010 on teens and adults sending or receiving sexually suggestive nude or nearly nude images by cell phone - also called sexting. Presented to the 2010 conference of the Association of Internet Researchers, the talk includes demographic data on who engages in these behaviors, as well as some teen focus group data on the differences in language used to talk about sexting experiences between boys and girls.
This document discusses fertilizer use and the agricultural sector in Tajikistan. It notes that Tajikistan has high poverty and a major agriculture sector. Fertilizer use has increased substantially since 2000 and led to large yield increases for key crops like wheat and cotton. However, fertilizer use and prices vary significantly by region within Tajikistan. The document analyzes Tajikistan's fertilizer supply chain and identifies challenges like high prices, lack of local production, transport costs, and lack of farmer training. It recommends steps to address these issues like improved market information and reduced import duties.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Deferred Lighting and Post Processing on PLAYSTATION®3Slide_N
This document discusses optimizing post processing and deferred lighting on the PlayStation 3 by offloading work to the system processor units (SPUs). It provides examples of using the SPUs for depth of field preprocessing, screen space ambient occlusion, deferred lighting, volumetric lighting, and shadow mapping. The key advantages of using the SPUs include reducing GPU bottlenecking and improving performance by leveraging the SPUs' flexibility to optimize fragment processing through techniques like tile-based classification and caching shadow map tiles in local memory. Offloading post processing effects to the SPUs can significantly reduce frame times compared to performing the entire effect on the GPU.
The document discusses occlusion culling techniques used in Killzone 3. It describes using the SPUs to render occluders to a depth buffer and then test scene objects against the buffer. Initial approaches involved rendering existing scene geometry but this resulted in too much data. The final approach used simplified geometry tagged by artists as important occluders. Testing modes helped debug and visualize the occlusion culling results.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
O documento apresenta valores referenciais de custos internos recomendados pelo Sinapro-DF a partir de abril de 2018. Inclui valores para serviços como edição de textos, tabelas, ilustrações, anúncios em revistas e jornais, publicidade legal, mídia exterior e interior. Os valores levam em conta a criação, finalização e total dos serviços.
Gdc2012 frames, sparsity and global illumination Manchor Ko
This document discusses the need for a new spherical basis for representing signals on the sphere that addresses deficiencies in spherical harmonics. It introduces spherical needlets, which are a tight frame constructed from spherical quadrature and Littlewood-Paley weights localized in frequency bands. Spherical needlets provide spatially compact representations with good localization properties compared to spherical harmonics. The document outlines key properties a good spherical basis should have and areas for future work in developing improved spherical representations.
Honda Fjs600 Silver Wing Service Manual Ger By Mosueguesta5206f07
This document discusses the benefits of exercise for both physical and mental health. It states that regular exercise can improve cardiovascular health, reduce stress and anxiety, boost mood, sharpen thinking and memory, and reduce the risk of depression. The document recommends that adults get at least 150 minutes of moderate exercise or 75 minutes of vigorous exercise per week to gain these benefits.
This presentation includes data from 2009 and 2010 on teens and adults sending or receiving sexually suggestive nude or nearly nude images by cell phone - also called sexting. Presented to the 2010 conference of the Association of Internet Researchers, the talk includes demographic data on who engages in these behaviors, as well as some teen focus group data on the differences in language used to talk about sexting experiences between boys and girls.
This document discusses fertilizer use and the agricultural sector in Tajikistan. It notes that Tajikistan has high poverty and a major agriculture sector. Fertilizer use has increased substantially since 2000 and led to large yield increases for key crops like wheat and cotton. However, fertilizer use and prices vary significantly by region within Tajikistan. The document analyzes Tajikistan's fertilizer supply chain and identifies challenges like high prices, lack of local production, transport costs, and lack of farmer training. It recommends steps to address these issues like improved market information and reduced import duties.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.