Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality in VR: a creative game plan tailored to the platform / the market realities of VR in year one
Presentation about challenging situations in VR business.
From his involvement with the first wave of Virtual Reality in San Francisco in the 90s through the advent of mobile gaming at BAFTA award-winning Ideaworks3D in London, to 7 years of service as VP Business Development at EVE Online developer CCP Games, Thor gets his kicks from finding business opportunity in the adjacent possible between highly creative developers and disruptive technologies.
Previously Creative Director of CCP Games, where he lead global creative direction for the company. Before founding CCP in 1997 and leading the creative vision for EVE, Reynir served as the Design Director for virtual reality company OZ.COM, an early pioneer in virtual reality on the internet.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camer...Rob Blaauboer
RoomAlive: Magical Experiences Enabled by Scalable,
Adaptive Projector-Camera Units
Download your own copy at:
http://delivery.acm.org/10.1145/2650000/2647383/p637-jones.pdf?ip=86.85.98.96&id=2647383&acc=OPEN&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E6D218144511F3437&CFID=438188496&CFTOKEN=52535816&__acm__=1412614965_396d64872e01a9e93c70a08be595b64b
GDC16: Arbitrary amount of 3D data running on Gear VR by Vinh TruongUmbra Software
In this talk programmer Vinh Truong explains how it is possible to render huge amounts of 3D data on low capacity devices like smartphones simply by using Umbra's optimization technology.
This session was hosted by ARM at GDC16
Jeremy's talk is about how they reworked the rendering engine architecture to better fit new hardware and new graphics API while keeping it modular and user-friendly.
Jeremy has almost 10 years of experience in video games industry as an engine and graphics programmer, across several french studios. He has worked on various technologies, mainly focused on rendering engine architecture, low-level graphics and consoles programming. Curious of any mix between art and technologies. Addicted to pixels, music, photography….and probably video games.
Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evo...Umbra Software
This talk describes some of the pain points and challenges encountered while transitioning Frostbite from a PS3/X360 centric engine built for one game series to numerous games, genres and the PS4/XO launch.
Graham is a senior rendering engineer on the Frostbite engine team, implementing and supporting technology used in many hit games like Battlefield 4, Dragon Age Inquisition, and Star Wars: Battlefront. Prior to Frostbite, Graham was a senior engineer for BioWare for many years, shipping numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also the author of Game Engine Toolset Development, and specializes in low level optimizations, engine architecture, GPU driver implementation, and console development.
GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas TrudelUmbra Software
In this presentation Nicolas Trudel, a Graphics Programmer from Eidos-Montréal describes how they integrated Umbra in their custom made Dawn Engine to improve geometry culling for their latest game. Slides also include a short description of Umbra in general for Sampo Lappalainen, and also a future roadmap from the company's CEO Otso Mäkinen.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camer...Rob Blaauboer
RoomAlive: Magical Experiences Enabled by Scalable,
Adaptive Projector-Camera Units
Download your own copy at:
http://delivery.acm.org/10.1145/2650000/2647383/p637-jones.pdf?ip=86.85.98.96&id=2647383&acc=OPEN&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E6D218144511F3437&CFID=438188496&CFTOKEN=52535816&__acm__=1412614965_396d64872e01a9e93c70a08be595b64b
GDC16: Arbitrary amount of 3D data running on Gear VR by Vinh TruongUmbra Software
In this talk programmer Vinh Truong explains how it is possible to render huge amounts of 3D data on low capacity devices like smartphones simply by using Umbra's optimization technology.
This session was hosted by ARM at GDC16
Jeremy's talk is about how they reworked the rendering engine architecture to better fit new hardware and new graphics API while keeping it modular and user-friendly.
Jeremy has almost 10 years of experience in video games industry as an engine and graphics programmer, across several french studios. He has worked on various technologies, mainly focused on rendering engine architecture, low-level graphics and consoles programming. Curious of any mix between art and technologies. Addicted to pixels, music, photography….and probably video games.
Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evo...Umbra Software
This talk describes some of the pain points and challenges encountered while transitioning Frostbite from a PS3/X360 centric engine built for one game series to numerous games, genres and the PS4/XO launch.
Graham is a senior rendering engineer on the Frostbite engine team, implementing and supporting technology used in many hit games like Battlefield 4, Dragon Age Inquisition, and Star Wars: Battlefront. Prior to Frostbite, Graham was a senior engineer for BioWare for many years, shipping numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also the author of Game Engine Toolset Development, and specializes in low level optimizations, engine architecture, GPU driver implementation, and console development.
GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas TrudelUmbra Software
In this presentation Nicolas Trudel, a Graphics Programmer from Eidos-Montréal describes how they integrated Umbra in their custom made Dawn Engine to improve geometry culling for their latest game. Slides also include a short description of Umbra in general for Sampo Lappalainen, and also a future roadmap from the company's CEO Otso Mäkinen.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
Umbra Ignite 2015: Rulon Raymond – The State of Skinning – a dive into modern...Umbra Software
Rulon Raymond was the keynote speaker of Umbra Ignite. His talk “The State of Skinning – a dive into modern approaches to model skinning” leads us in to a quick yet deep journey through real time skinning trends.
Umbra Ignite 2015: – Remy Chinchilla & Kevin Cerdà AAA indie production for ...Umbra Software
The presentation “AAA indie production for Agile Sharks” is all about knowing your team’s strengths and weaknesses – you need to know your team and yourself in order to really move the player.
Similar to Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality in VR: a creative game plan tailored to the platform / the market realities of VR in year one
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
I'm a game developer with a diverse career spanning multiple roles such as art director, animator, and effects artist. Over the years, I've developed a variety of games, including MMORPGs, PvP Action, Maritime Online, and Wuxia Online games on PC, and MORPGs, Casual Action, and Idle RPG games on mobile. Through these experiences, I've gained expertise in different game genres and engines, and have a deep understanding of the visual elements and necessary skills required for game development.
In addition to my work in PC and mobile games, I've also worked on various VR projects such as KIA car commercials using AR Hololens, experiential fishing VR, and Vuforia educational applications. This has given me a strong understanding of VR development and technical skills in this field.
Living in Europe for three years, I collaborated with different game developers and gained a broader perspective and experience. My exposure to the North American and European game markets has equipped me with the knowledge and ability to develop global games. I'm always ready for new challenges and committed to continuously evolving and growing as a game developer.
Once I join the company, I'll quickly grasp the company's requirements and perform my duties to the best of my abilities. I'll continuously work to improve the development process to enhance the quality of art. Additionally, I'll collaborate with other departments to ensure smooth work progress and actively contribute to the organization's growth through knowledge sharing and active learning. With a sense of responsibility and a spirit of constant challenge, I'll demonstrate my capabilities as a game developer who produces successful results.
I'm a game developer with a diverse career spanning multiple roles such as art director, animator, and effects artist. Over the years, I've developed a variety of games, including MMORPGs, PvP Action, Maritime Online, and Wuxia Online games on PC, and MORPGs, Casual Action, and Idle RPG games on mobile. Through these experiences, I've gained expertise in different game genres and engines, and have a deep understanding of the visual elements and necessary skills required for game development.
In addition to my work in PC and mobile games, I've also worked on various VR projects such as KIA car commercials using AR Hololens, experiential fishing VR, and Vuforia educational applications. This has given me a strong understanding of VR development and technical skills in this field.
Living in Europe for three years, I collaborated with different game developers and gained a broader perspective and experience. My exposure to the North American and European game markets has equipped me with the knowledge and ability to develop global games. I'm always ready for new challenges and committed to continuously evolving and growing as a game developer.
Once I join the company, I'll quickly grasp the company's requirements and perform my duties to the best of my abilities. I'll continuously work to improve the development process to enhance the quality of art. Additionally, I'll collaborate with other departments to ensure smooth work progress and actively contribute to the organization's growth through knowledge sharing and active learning. With a sense of responsibility and a spirit of constant challenge, I'll demonstrate my capabilities as a game developer who produces successful results.
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
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Check our blog for more: https://www.eliftech.com/blog
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Details at www.fitc.ca
Technolust: Kitbashing the Future
with Blair Renaud
OVERVIEW
Single developers and small teams around the world are creating entire digital worlds and setting the bar for the future of virtual reality. We’ll talk about how anyone with access to the internet can pillage asset stores, never write a single line of code and still create compelling virtual reality content. From Palmer Lucky’s garage to indie developers and AAA game studios, taking things apart and putting them back together in exciting new ways is the driving force of the new VR revolution.
OBJECTIVE
Blair will show how hackers and indies are defining what commercial VR will be in the future through the story of the last 2 years in VR.
TARGET AUDIENCE
VR content creators, game developers, mobile developers, VR enthusiasts.
ASSUMED AUDIENCE KNOWLEDGE
Minimal awareness of virtual reality technology
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A little about Technolust and IRIS VR
How to create VR content with little to no funding
Creating believable worlds and people
What makes people sick and how to avoid it
Virtual locomotion and input solutions
Fabio Mosca - Developing a VR multiplayer escape room: behind the scenes of V...Codemotion
VBI: Lost Connection is a VR multiplayer escape room where two players, as VBI special agents, need to cooperate inside Avery’s Virtual World to unfold the story and solve Adam Vogel’s mystery. The experience had to be designed for public spaces, including narrative elements and 2-people enigmas, which has led to specific challenges and solutions given a development time of 2 months. In this session we'll see how the experience has been made with Unreal Engine 4, the best practices followed, the technical integration of Watson Visual Recognition and lessons learned.
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Steve Dann (Amplified Robot): Escape Room VR
Tick Tock Unlock, the story behind the creation of a multiplayer VR escape room experience.
http://AugmentedWorldExpo.com
Aslam.o.aliakum!
i am shakaib ashraf this topic is for my students who want to do presentation on virtual reality
introduction
types of virtual reality
how virtual reality works
these topics are available in this presentation
pray for me
thankyou
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
A-Rage AGDC (The Australian Game Developers Conference)JT Velikovsky
A PPT presentation given by A-Rage and Wearable Computer Lab at UniSA on: A-Rage: Augmented Reality Active Game Engine.
Similar to Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality in VR: a creative game plan tailored to the platform / the market realities of VR in year one (20)
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.
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.
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.
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!
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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.
GenAISummit 2024 May 28 Sri Ambati Keynote: AGI Belongs to The Community in O...
Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality in VR: a creative game plan tailored to the platform / the market realities of VR in year one
3. Our mission:
Create and publish AAA VR games and
experiences that thrill players, define the
medium and establish our company as
the world´s leading developer of virtual
reality entertainment.
Founders ex CCP Games (EVE Online).
12. We have identified 4 design principles that we believe will define the
quintessential VR product.
Any of our product candidates needs to score high on these principles
to go forward in production.
13. :
Suspension of disbelief requires AAA quality in the physicality of
the world with respect to the quality of graphics, animation and
sound design.
Subject matter should play upon the strength of VR such as sense
of scale and sense of presence.
:
VR performance requirements lead to compromises in visual
fidelity. Inexperience leads to content with poor presence.
:
Team must have extensive experience in AAA pipelines coupled
with strong artistic and technical direction to make the right
compromises.
A pure VR focus is needed to create killer content for virtual reality.
14. :
Freedom to explore and continuity of worlds makes them
believable.
:
First person navigation is prone to motion sickness. Third person
navigation breaks immersion.
This has led many VR developers to shy away from true
exploration.
:
We have converged on a new navigation paradigm where we
combine limited 1st person mobility with a 3rd person bird’s eye
view, offering larger scale mobility.
We believe this to be a true VR solution to an important problem
that allows us to have a true sense of exploration in our worlds.
15. :
To make worlds believable, you need to have a sense of agency
within the world such that you can change it and it can react to
you.
:
Purely static or scripted experiences break immersion and have
very poor replayability value.
:
From CCP, we have extensive experience in designing sandbox
games and systems.
We design worlds where you can interact with and modify your
environment. Object and creatures are real and behave as
expected. All actions have consequences.
16. :
Sharing an experience with another human is always emotionally
stronger than interacting with an NPC.
:
Avatar-based social experiences inevitably fall into the “Uncanny
Valley”, where our expectations of interaction fail on subtle
missing physical cues.
:
From EVE Online we have authoritative experience on how true
social gameplay emerges from other factors than physical
presence.
Furthermore, the sharing of gestures, head position and voice
goes a long way in bridging the uncanny valley, as the brain
quickly accepts the unmistakable ‘humanity’ of these signals.
17.
18. @ 100% consistent 90 fps.
2160x1200 resolution absolute minimum
(140%-160% supersampling preferred).
including double overhead all over the place because of
stereo (~40% fps drop).
… running on a GTX 970 min spec.
19. Crazy expensive or does not work:
Point lights with dynamic shadows
Lit translucency
Motion blur
Bokeh DOF
Lens flares (don’t work right anyway)
Particle lights
Dynamic tessellation
20. Each will use around 10%-20% of your total budget on a GTX 970.
So, pick carefully:
Skylight
SSAO
SSR
Atmospheric fog
Temporal AA
Bloom
Refraction
Directional light with dynamic cascaded shadow maps (1 cascade)
Spotlight with dynamic shadows
Light shafts
Eye adaptation
Gaussian DOF
22. Audio!
Lightmass baked lighting
Lightmass indirect lighting probes
Old school cool shader trickery:
Cubemap reflections (fire off render targets at begin play).
Fresnel, everywhere!
BDRF lookup tables
Animated UVs normal maps
Old school dot products to fake lit transparency
Make the shaders dance!
23. Turn everything you are not using off, else it is costing you.
Pick the appropriate quality setting for rendering features.
Keep the transform count low.
Merge static meshes in the scene wherever possible.
Distance culling to get the transforms fast out of the rendering loop.
LODs on everything, everywhere. 4-5 stages. Allows for high detail up close.
Fill rate is usually the bottleneck for particle systems, not particle count. Use
more, but smaller GPU particles.
Skeletal meshes can get very expensive, very fast. Don´t update animations
and skeletons when not needed.
command-shift-, all the time!
24. Dont’ create your own engine
Largest engine team in history working now on Unity.
Unreal has hundreds and hundreds of man years behind it.
Kill all sacred cows: Not built here, every pixel/polygon made here.
Use off the shelf tech, tools and middleware
(Unity, UE4, Simplygon, PhysX, Lightmass, Umbra, WWise etc)
Don’t draw pictures of horses
(Turbosquid, GameTextures)
25. If it is not in the box, you probably don't need it. Developing complex tech is
risky and takes away precious time from building the game itself.
Innovate where you get the most out of it without risking the whole
project/company on it.
All tech we have created was all first prototyped in Blueprint and was then
rewritten in C++ for optimisation purposes.
Extremely rapid prototyping. Blueprints allow EVERYONE on the team to
make gameplay.
No technology silver bullets. At the end of the day, some proprietary
technology is not going to make or break your game. Your game will.
26. Era of the mega teams is over.
Small teams are the future. Keep the headcount down.
Small teams have more velocity. Less overhead. More
autonomy, greater participation and greater satisfaction.
Skyscraper analogy. Less $ risk. Greater upside potential.
Everyone has to wear many hats and carry responsibilities.
No room for super egos. Don't pamper any prima donnas -
fire them now.
There is no room for whiners on the longship.