A talk I gave at the Danish Technical University on 9 May 2017. It is a very high-level look at the logic in Fugl, and some details have been simplified to make it easier to communicate.
Think about seeing the forest for the trees, or your theme for the blocks and menus. Also, get a healthy dose of great links for learning HTML and CSS, and fixing IE problems. You've got to get Firefox and a few killer theming extensions, and there are lots of Drupal handbook pages, modules and themes to check out in the process of creating a theme unique to your site.
IntoScience is an interactive educational platform built using Unity. It is used in thousands of schools across Australia
and the globe. It recently made the leap to WebGL to continue delivering features to chrome-based users. In porting
a huge amount of content to this new technology, you could say we learned a thing or two. Here we share the highs,
lows and hot-fixes in moving a massive product to a post-plugin existence.
Por Martin Robinson.
Martin Robinson, Igalia hacker y domador de píxeles en Servo y Gecko, nos hablará de cómo WebRender está rompiendo todos los moldes en el mundo del renderizado web. (Charla en Inglés).
(c) Tercer Meetup MadRust
19 Abril 2018, Madrid (España)
https://www.meetup.com/es-ES/MadRust/events/249664085/
Think about seeing the forest for the trees, or your theme for the blocks and menus. Also, get a healthy dose of great links for learning HTML and CSS, and fixing IE problems. You've got to get Firefox and a few killer theming extensions, and there are lots of Drupal handbook pages, modules and themes to check out in the process of creating a theme unique to your site.
IntoScience is an interactive educational platform built using Unity. It is used in thousands of schools across Australia
and the globe. It recently made the leap to WebGL to continue delivering features to chrome-based users. In porting
a huge amount of content to this new technology, you could say we learned a thing or two. Here we share the highs,
lows and hot-fixes in moving a massive product to a post-plugin existence.
Por Martin Robinson.
Martin Robinson, Igalia hacker y domador de píxeles en Servo y Gecko, nos hablará de cómo WebRender está rompiendo todos los moldes en el mundo del renderizado web. (Charla en Inglés).
(c) Tercer Meetup MadRust
19 Abril 2018, Madrid (España)
https://www.meetup.com/es-ES/MadRust/events/249664085/
Power to the Artists: The Evolution of 2D Game Tools / Rus Scammell (Unity Te...DevGAMM Conference
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Some of the topics covered include:
Reproducible test cases
Git Bisect
Stack Traces
GDB
Record and Replay
By the end of this session, attendees will grasp how to tackle analyses of when software is not working as expected.
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Kernel Recipes 2019 - Hunting and fixing bugs all over the Linux kernelAnne Nicolas
At a rate of almost 9 changes per hour (24/7), the Linux kernel is definitely a scary beast. Bugs are introduced on a daily basis and, through the use of multiple code analyzers, *some* of them are detected and fixed before they hit mainline. Over the course of the last few years, Gustavo has been fixing such bugs and many different issues in every corner of the Linux kernel. Recently, he was in charge of leading the efforts to globally enable -Wimplicit-fallthrough; which appears by default in Linux v5.3. This presentation is a report on all the stuff Gustavo has found and fixed in the kernel with the support of the Core Infrastructure Initiative.
Gustavo A. R. SILVA
Kernel Recipes 2019 - Hunting and fixing bugs all over the Linux kernelAnne Nicolas
At a rate of almost 9 changes per hour (24/7), the Linux kernel is definitely a scary beast. Bugs are introduced on a daily basis and, through the use of multiple code analyzers, *some* of them are detected and fixed before they hit mainline. Over the course of the last few years, Gustavo has been fixing such bugs and many different issues in every corner of the Linux kernel. Recently, he was in charge of leading the efforts to globally enable -Wimplicit-fallthrough; which appears by default in Linux v5.3. This presentation is a report on all the stuff Gustavo has found and fixed in the kernel with the support of the Core Infrastructure Initiative.
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This presentation covers a talk on the topic of "AI on the edge". The talk was delivered in the Conference on Artificial Intelligence and Robotics Technology held on Jan 28, 2021 by National Center of Artificial Intelligence Pakistan & working group by Ministry of Science and Technology on AI & Robotics.
Yocto project has been used at Open-RnD for building a number of IoT related products. The talk will go though the details of integration of Poky build system and OpenEmbedded layers into 3 projects carried out at Open-RnD:
an antonomous parking space monitoring system
a distributed 3D steroscopic image acquisition system
a gadget for acquisition of metabolic parameters of professional athletes
The presentation will approach to building software, automation and upstreaming of fixes.
Open-RnD is a small software company from Łódź, Poland. We have started using Yocto/Poky in late 2013 as a better alternative to in-house build system. Since then, we have successfully implemented a number of projects based on Poky. The presentation will go through the details of 3 projects that cover a diverse range of applications:
an autonomous parking space monitoring system (ParkEasily)
a distributed 3D stereoscopic image acquisition system (Ros3D)
a gadget for acquisition of metabolic parameters of professional athletes (Sonda)
We only use widely available hardware platforms such as BeagleBone Black, Raspberry Pi, Wandboard or Gateworks GW5400 (not as widely used as the previous ones, but still fully supported), hence all the points made during presentation are directly applicable by professionals and hobbyists alike.
Tips & Tricks that every game developer should knowGorm Lai
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a distributed 3D steroscopic image acquisition system
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Looking for the best engineering colleges in Jaipur for 2024?
Check out our list of the top 10 B.Tech colleges to help you make the right choice for your future career!
1) MNIT
2) MANIPAL UNIV
3) LNMIIT
4) NIMS UNIV
5) JECRC
6) VIVEKANANDA GLOBAL UNIV
7) BIT JAIPUR
8) APEX UNIV
9) AMITY UNIV.
10) JNU
TO KNOW MORE ABOUT COLLEGES, FEES AND PLACEMENT, WATCH THE FULL VIDEO GIVEN BELOW ON "TOP 10 B TECH COLLEGES IN JAIPUR"
https://www.youtube.com/watch?v=vSNje0MBh7g
VISIT CAREER MANTRA PORTAL TO KNOW MORE ABOUT COLLEGES/UNIVERSITITES in Jaipur:
https://careermantra.net/colleges/3378/Jaipur/b-tech
Get all the information you need to plan your next steps in your medical career with Career Mantra!
https://careermantra.net/
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This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
HEAP SORT ILLUSTRATED WITH HEAPIFY, BUILD HEAP FOR DYNAMIC ARRAYS.
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KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
3. Gorm Lai
● MSc from DAIMI 2004
● Worked on 16 commercial games
● Started in VR in 2001 at Center for Advanced
Visualisation and Interaction in Aarhus
● Worked on games, interactive installations and vr
since then
@gormlaigorm@kotoristudios.com
7. Basic VR Requirements
User needs to feel in control 100% of the time
● Immediate reaction on input
@gormlaigorm@kotoristudios.com
8. Basic VR Requirements
User needs to feel in control 100% of the time
● Immediate reaction on input
● Minimize interpolation on direct movement
@gormlaigorm@kotoristudios.com
9. Basic VR Requirements
User needs to feel in control 100% of the time
● Immediate reaction on input
● Minimize interpolation on direct movement
● Movement needs to map intuitively for the brain
○ 3rd person can help
@gormlaigorm@kotoristudios.com
10. Basic VR Requirements
User needs to feel in control 100% of the time
● Immediate reaction on input
● Minimize interpolation on direct movement
● Movement needs to map intuitively for the brain
○ 3rd person can help
● 90 fps on each eye
@gormlaigorm@kotoristudios.com
11. Possible VR Improvements
● Better ground camera
● Crashes can be dis-orientering
● Bird can move out of view
● Turns can be uncomfortable
@gormlaigorm@kotoristudios.com
12. Key Realtime Challenges
● Terrain Generation (cpu)
● Terrain Generation (gpu)
● Populating world with animals
● Updating AI
● Sounds
● Tesselate the bird
● VR Rendering
● General performance
@gormlaigorm@kotoristudios.com
15. Terrain
● Cylindric World
● Everything divided into slices of 1024x256x32
voxels
@gormlaigorm@kotoristudios.com
16. Terrain
● Cylindric World
● Everything divided into slices of size 1024x256x32
● 64 Buckets
@gormlaigorm@kotoristudios.com
17. Terrain
● Cylindric World
● Everything divided into slices of size 1024x256x32
● 64 Buckets
● Terrain generated ahead of player and saved as a
slice
@gormlaigorm@kotoristudios.com
18. Terrain
● Cylindric World
● Everything divided into slices of size 1024x256x32
● 64 Buckets
● Terrain generated ahead of player and saved as a
slice
● Bucket contents are loaded on demand on a
separate thread
@gormlaigorm@kotoristudios.com
19. Terrain - Typical Frame
MAIN THREAD
CHECK TERRAIN UPDATE
COPY COMPUTE DATA
COPY RENDER DATA
RENDER
DISPATCH COMPUTE
GENERATE
THREAD
CHECK TERRAIN UPDATE
& COMPUTE & SAVE SLICE
IF NEEDED
(typically takes much longer
than one frame)
LOAD THREAD
LOAD SLICE
(typically much faster than
one frame)
READ PLAYER POSITION
@gormlaigorm@kotoristudios.com
24. Populating the World
● World must always seem full of life
@gormlaigorm@kotoristudios.com
25. Populating the World
● World must always seem full of life
● Animals must spawn in plausible places
○ Crabs near the beach
○ Fish in the water
○ Eagles high up in the mountains
@gormlaigorm@kotoristudios.com
26. Populating the World
● World must always seem full of life
● Animals must spawn in plausible places
○ Crabs near the beach
○ Fish in the water
○ Eagles high up in the mountains
Main data structure for populating is a KD-Tree
@gormlaigorm@kotoristudios.com
27. AI
● Update all animals within range
@gormlaigorm@kotoristudios.com
28. AI
● Update all animals within range
● KD-Tree of animals balanced every frame
@gormlaigorm@kotoristudios.com
29. AI
● Update all animals within range
● KD-Tree of animals balanced every frame
● KD-Tree used for lookup of close by animals
@gormlaigorm@kotoristudios.com
30. AI
● Update all animals within range
● KD-Tree of animals balanced every frame
● KD-Tree used for lookup of close by animals
● State machines / Behaviour trees used for local AI
@gormlaigorm@kotoristudios.com
31. AI - Typical Frame
MAIN THREAD
CHECK TERRAIN UPDATE
COPY COMPUTE DATA
COPY SIMULATION DATA
RENDER
DISPATCH COMPUTE
UPDATE THREAD
UPDATE WORLD
SIMULATIONS AND
PHYSICS
(typically much faster than
one frame)
READ PLAYER POSITION
@gormlaigorm@kotoristudios.com
32. General Performance 1
● Multi threading
● Absolutely essential for performance
● Primitives:
○ std::mutex / std::recursive_mutex
○ std::condition_variable
○ std::lock_guard / std::unique_lock
○ custom thread safe containers
@gormlaigorm@kotoristudios.com
33. General Performance 2
● Custom task manager
● Everything that doesn’t run on the gpu or the main
thread is a task
● Tasks can also run on the main thread
○ Allows tasks to reschedule themselves for ogl
data. For example load thread might
preprocess data, then schedule sub-task on
main to hand processed data to opengl
@gormlaigorm@kotoristudios.com
34. General Performance 3
● Minimize dynamic allocations
● Allocate as much data as possible up front
● Object pools
● Double/triple buffering of data structures
● Avoid graphs with pointers as it causes caching
issues
@gormlaigorm@kotoristudios.com
36. General Performance 5
● Custom culling algorithm
● Use chunks of size 32x32x32
● At load time generate connectivity graph inside
each chunk
○ Which 6 sides in a chunk are connected?
○ Build graph with connected chunk
● Each frame traverse from camera pos
@gormlaigorm@kotoristudios.com
37. VR Render
● The easy part!
● For each frame:
○ Update the world
○ For each frame:
■ Calculate perspective matrix
■ Setup render target
■ Render frame
○ Submit frame to vr headset
@gormlaigorm@kotoristudios.com