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)
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
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 presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
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.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Adding more visuals without affecting performanceSt1X
Smallest viable set of performance optimizations recommendations for game artists. This presentation targets artist that have little knowledge about computer hardware capabilities and limitations.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
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 presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
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.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Adding more visuals without affecting performanceSt1X
Smallest viable set of performance optimizations recommendations for game artists. This presentation targets artist that have little knowledge about computer hardware capabilities and limitations.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/luxoft/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Alexey Rybakov, Senior Director at LUXOFT, presents the "Making Computer Vision Software Run Fast on Your Embedded Platform" tutorial at the May 2016 Embedded Vision Summit.
Many computer vision algorithms perform well on desktop class systems, but struggle on resource constrained embedded platforms. This how-to talk provides a comprehensive overview of various optimization methods that make vision software run fast on low power, small footprint hardware that is widely used in automotive, surveillance, and mobile devices. The presentation explores practical aspects of deep algorithm and software optimization such as thinning of input data, using dynamic regions of interest, mastering data pipelines and memory access, overcoming compiler inefficiencies, and more.
Look Ma, No Jutter! Optimizing Performance Across Oculus MobileUnity Technologies
The introduction of mobile AR means the arrival of more accessible devices, and for developers, a broader range of consumers to target. The good news is that you're "already ready." A stable of universal techniques and best practices can help reduce draw calls and maximize performance without sacrificing fidelity across Gear VR, Oculus Go, and Project Santa Cruz. We'll start with an overview of the devices and basic considerations, and go step by step through the process of reviewing and optimizing textures, scene geometry, and lighting. Attendees interested in Project Santa Cruz will also benefit from an introduction to Unity's profiling workflow.
Gabor Szauer - Oculus
The most important part of a modern PostFX pipeline is picking the right color model to support. This way the whole PostFX pipeline can use 32-bit render targets and at the same time have increased color representation and luminance representation.
Using synthetic data for computer vision model trainingUnity Technologies
During this webinar Unity’s computer vision team provides an overview of computer vision, walks through current real-world data workflows, and explains why companies are moving toward synthetically generated data as an alternate data source for model training.
Watch the webinar: https://resources.unity.com/ai-ml/cv-webinar-dec-2021
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
When it comes to emerging technology, Forrester found that “94% of those who have implemented real-time 3D are expanding their investment.”
Wonder why? Learn more in this webinar featuring guest speaker Paul Miller, a principal analyst at Forrester. He covers the key findings of a commissioned study conducted by Forrester Consulting on behalf of Unity, published in March 2020.
Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
Take a peek at the slide from the second installment of our 2020 roadmap: Live Games.
Watch the presentation on YouTube: https://www.youtube.com/watch?v=w6sn8bJiZ2g
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/2wV3SwD
Take a peek at the slide from the first installment of our 2020 roadmap: Core Engine & Creator Tools.
Watch the presentation (hosted by Will Goldstone, Product Manager) on YouTube: https://www.youtube.com/watch?v=dDjsS4NPqFU
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/CreateRoadmapQA
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Autodesk and Unity announced a collaboration last year to streamline workflows and enable seamless development across the AEC design, build and operate lifecycles. This fall, Unity Reflect launches, giving designers, architects, and engineers the ability to seamlessly federate their Revit models for real-time 3D.
Andrew Sullivan - Digital Delivery Manager, SHoP Architects will provide an overview of how they are using the product to enable real-time decision making, reduce the time between revisions and meetings, and ultimately improve design review and construction planning processes.
Recording available here: https://youtu.be/qe0yxHA0fHI
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...Unity Technologies
Daimler Protics implemented mixed and augmented reality on mobile devices and used the Microsoft HoloLens for automotive production, training, and marketing. Discover the challenges Daimler Protics faced and the Unity solutions that eased the mixed reality implementation.
Speakers:
Daniel Keßelheim - Daimler Protics
Sebastian Rigling - Daimler Protics
Session available here: https://youtu.be/fTc1c8iTGqU
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...Unity Technologies
Hear from Volvo's lead Unity developer, Timmy Ghiurau, about how he broke new ground by bringing technology forged in gaming into one of the leading brands in the automotive industry. Timmy will share how he used his gaming background to inspire people across his large organization to adopt Unity and embrace real-time 3D as a way of working.
Timmy Ghiurau - Volvo
Session available here: https://youtu.be/CD4Go3Uv5Uc
QA your code: The new Unity Test Framework – Unite Copenhagen 2019Unity Technologies
Are you involved in testing or QA on projects in Unity? In these slides, you'll get an overview of the state of Unity for all things testing-related, and have the opportunity to share your stories of success, failure, pain, and glory. Learn from your fellow developers and give feedback on how Unity could help you hold your projects to a higher standard of quality. You will also get an introduction to the newest features in the Test Framework.
Speakers:
Christian Warnecke - Unity
Richard Fine - Unity
Watch the session on YouTube: https://youtu.be/wTiF2D0_vKA
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Unity Technologies
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral across the industrial sector. In this webinar, first shown on Engineering.com, leaders from Unity and Unit040, provider of digital twin platform Prespective, share how digital twins add value at all stages of the project and product lifecycle, from the early stages of design to predictive maintenance using IoT data.
Watch the webinar here: create.unity3d.com/real-time-3d-and-digital-twins
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Unity Technologies
Major automotive brands like Volkswagen are leveraging the power of virtual reality to create immersive training programs that can be delivered across multiple global locations at the same time. Learn how to scale the production and distribution of real-time VR training in enterprise.
Speakers:
Thomas Wimmer - Innoactive
Andreea Raducan - Innoactive
Watch the session on YouTube: https://youtu.be/5DNFUTfyOEc
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...Unity Technologies
Augmented reality (AR), virtual reality (VR), and mixed reality (MR) – collectively known as XR – are making inroads in the automotive industry. Join this session led by Visionaries 777, which works with major auto brands like INFINITI, to learn about the range of immersive experiences you can build with Unity to create a better customer experience that results in more engagement and sales.
Speakers:
David Castañeda - Visionaries 777
Frantz Lasorne - Visionaries 777
Session available here: https://youtu.be/WJpeWHGXyms
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
Get a complete walkthrough of the end-to-end animation workflow of the Sherman project. Learn how to use Unity for creating CG animation and take a deep dive into the real-time fur system in Unity.
Speaker:
Mike Wuetherick - Unity
Watch the session on YouTube: https://youtu.be/fFfWxErJMkY
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In these slides, you'll explore what next-generation VR can mean for your VR experiences. Learn about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker:
Mikko Strandborg - Varjo
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
VR allows for an entirely new level of immersion, leading to more thrilling and engaging content to be delivered and is growing rapidly. Despite this, VR, especially on mobile, currently contains a number of limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. To achieve the true potential of VR, these limitations must be either solved or mitigated. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In these slides, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker:
Ryan O'Shea - ARM
Prosigns: Transforming Business with Tailored Technology SolutionsProsigns
Unlocking Business Potential: Tailored Technology Solutions by Prosigns
Discover how Prosigns, a leading technology solutions provider, partners with businesses to drive innovation and success. Our presentation showcases our comprehensive range of services, including custom software development, web and mobile app development, AI & ML solutions, blockchain integration, DevOps services, and Microsoft Dynamics 365 support.
Custom Software Development: Prosigns specializes in creating bespoke software solutions that cater to your unique business needs. Our team of experts works closely with you to understand your requirements and deliver tailor-made software that enhances efficiency and drives growth.
Web and Mobile App Development: From responsive websites to intuitive mobile applications, Prosigns develops cutting-edge solutions that engage users and deliver seamless experiences across devices.
AI & ML Solutions: Harnessing the power of Artificial Intelligence and Machine Learning, Prosigns provides smart solutions that automate processes, provide valuable insights, and drive informed decision-making.
Blockchain Integration: Prosigns offers comprehensive blockchain solutions, including development, integration, and consulting services, enabling businesses to leverage blockchain technology for enhanced security, transparency, and efficiency.
DevOps Services: Prosigns' DevOps services streamline development and operations processes, ensuring faster and more reliable software delivery through automation and continuous integration.
Microsoft Dynamics 365 Support: Prosigns provides comprehensive support and maintenance services for Microsoft Dynamics 365, ensuring your system is always up-to-date, secure, and running smoothly.
Learn how our collaborative approach and dedication to excellence help businesses achieve their goals and stay ahead in today's digital landscape. From concept to deployment, Prosigns is your trusted partner for transforming ideas into reality and unlocking the full potential of your business.
Join us on a journey of innovation and growth. Let's partner for success with Prosigns.
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
Cyaniclab : Software Development Agency Portfolio.pdfCyanic lab
CyanicLab, an offshore custom software development company based in Sweden,India, Finland, is your go-to partner for startup development and innovative web design solutions. Our expert team specializes in crafting cutting-edge software tailored to meet the unique needs of startups and established enterprises alike. From conceptualization to execution, we offer comprehensive services including web and mobile app development, UI/UX design, and ongoing software maintenance. Ready to elevate your business? Contact CyanicLab today and let us propel your vision to success with our top-notch IT solutions.
Large Language Models and the End of ProgrammingMatt Welsh
Talk by Matt Welsh at Craft Conference 2024 on the impact that Large Language Models will have on the future of software development. In this talk, I discuss the ways in which LLMs will impact the software industry, from replacing human software developers with AI, to replacing conventional software with models that perform reasoning, computation, and problem-solving.
Experience our free, in-depth three-part Tendenci Platform Corporate Membership Management workshop series! In Session 1 on May 14th, 2024, we began with an Introduction and Setup, mastering the configuration of your Corporate Membership Module settings to establish membership types, applications, and more. Then, on May 16th, 2024, in Session 2, we focused on binding individual members to a Corporate Membership and Corporate Reps, teaching you how to add individual members and assign Corporate Representatives to manage dues, renewals, and associated members. Finally, on May 28th, 2024, in Session 3, we covered questions and concerns, addressing any queries or issues you may have.
For more Tendenci AMS events, check out www.tendenci.com/events
Unleash Unlimited Potential with One-Time Purchase
BoxLang is more than just a language; it's a community. By choosing a Visionary License, you're not just investing in your success, you're actively contributing to the ongoing development and support of BoxLang.
Check out the webinar slides to learn more about how XfilesPro transforms Salesforce document management by leveraging its world-class applications. For more details, please connect with sales@xfilespro.com
If you want to watch the on-demand webinar, please click here: https://www.xfilespro.com/webinars/salesforce-document-management-2-0-smarter-faster-better/
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
A Comprehensive Look at Generative AI in Retail App Testing.pdfkalichargn70th171
Traditional software testing methods are being challenged in retail, where customer expectations and technological advancements continually shape the landscape. Enter generative AI—a transformative subset of artificial intelligence technologies poised to revolutionize software testing.
Quarkus Hidden and Forbidden ExtensionsMax Andersen
Quarkus has a vast extension ecosystem and is known for its subsonic and subatomic feature set. Some of these features are not as well known, and some extensions are less talked about, but that does not make them less interesting - quite the opposite.
Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
Enhancing Research Orchestration Capabilities at ORNL.pdfGlobus
Cross-facility research orchestration comes with ever-changing constraints regarding the availability and suitability of various compute and data resources. In short, a flexible data and processing fabric is needed to enable the dynamic redirection of data and compute tasks throughout the lifecycle of an experiment. In this talk, we illustrate how we easily leveraged Globus services to instrument the ACE research testbed at the Oak Ridge Leadership Computing Facility with flexible data and task orchestration capabilities.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
Gamify Your Mind; The Secret Sauce to Delivering Success, Continuously Improv...Shahin Sheidaei
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First Steps with Globus Compute Multi-User EndpointsGlobus
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3. • Technical presentation, focussed on graphics optimisation.
• Looking at Xbox One & PlayStation 4.
• Case study using a Scriptable Render Pipelines (SRP) based project.
Presentation Overview
4. • Real time rendered short cinematic released at the start of 2018 to critical
acclaim.
• 2018 Webby Award Winner.
• Show case for the capabilities of High Definition Render Pipeline (HDRP).
• https://unity3d.com/book-of-the-dead
Book of the Dead
5. • Book of the Dead was created by Unity’s award winning demo team.
• Responsible for Adam and The Blacksmith.
The Demo Team
8. • Allow users to explore Book of the Dead content in an interactive environment.
• Show Book of the Dead quality visuals on hardware people have at home.
• Provide an example Unity project for high end HDRP content.
- All of the script code and assets are now available on the asset store.
• Target Xbox One and PlayStation 4.
• 1080p, 30fps or better on PlayStation 4 Pro and Xbox One X.
Objectives
9.
10. Book of the Dead:
Environment interactive demo
Performance Case Study
11. • Worst case view for profiling in terms of GPU load.
Sample Scene
12. • Deferred rendered using High Definition Render Pipeline (HDRP).
• Most artist authored textures 1-2k , a handful at 4k.
• Baked Occlusion and GI.
• Single Dynamic Shadow Casting Directional Light.
• ~2000 batches (draw calls and compute shader dispatches).
• Initially GPU bound on PS4 Pro at ~45ms.
Scene Summary
16. Controlling The Batch Count
• 1832 batches in this scene.
• Use Occlusion culling.
• Use GPU instancing.
• Dynamic batching seldom a win on console
17. Controlling The Batch Count
• 1832 batches in this scene.
• Use Occlusion culling.
• Use GPU instancing.
• Dynamic batching seldom a win on console
• 4500 batches without instancing, more in other views.
21. Graphics Jobs
• Both PS4 and Xbox One are mutli core machines.
• Good CPU performance is dependant on using those cores effectively.
• Graphics Jobs are Unity’s mechanism for getting rendering work spread across
those cores.
• In Unity find the Graphics Jobs controls under Player Settings -> Other
Settings.
• It’s still flagged as experimental!
22. Graphics Jobs
Should see a performance gain using Graphics Jobs on consoles if you are rendering anything
more than a handful of batches.
• Graphics Jobs off is the default.
Legacy Jobs
• DX11 for Xbox One
• Available on PS4
Native Jobs
• DX12 for Xbox One
(coming soon)
• Available on PS4
23. Graphics Jobs
Legacy Jobs
• Takes some pressure off the main
thread and onto threads on the other
cores.
• The “Render Thread”, can still be a
bottleneck in large scenes.
Native Jobs
• Distributes the most work across cores.
• Best option for large scenes.
• In 2018.1 and earlier could put more
work onto the main thread causing
performance regression in comparison
to legacy jobs.
• Should always be the best option from
2018.2 onwards.
25. Performance Investigation
• Undertaken using the platform holders tools.
• PIX and Razor are world class, use them.
• Get on to console early in your dev cycle.
• Timings presented here from PS4 Pro.
34. • Too slow at 11ms
• Initial GPU profile showed use of GPU tessellation during GBuffer and shadow map passes.
• Generally using tessellation shaders best avoided on consoles.
Slow in comparison to rendering the equivalent pre authored assets.
Should only be used when it solves a visual issue that would be hard or cannot be solved in
art.
• So why use tessellation here?
GBuffer Performance
36. • Tree bark is an ideal use case for tessellated displacement.
• Trees are “hero objects” in our scene.
Adding extra detail in this manner helps hide LOD transitions on these important assets.
Same mesh used for LOD0 and LOD1 but the effect of tessellation is dialled back as we
transition between the two.
• Decided to stick with tessellation despite the performance issues as the advantages in this use
case deemed worth the cost.
Tessellation Use
37. • Too slow at 11ms
• PIX / Razor analysis showed GPU wave front patterns like that on the right.
• Diagram shows wave front occupancy during a portion of the Gbuffer Pass
• We should see heavy vertex shader (green) and pixel shader (blue) occupancy as we see in
the image on the left. Instead the GPU is starved of work.
Gbuffer Performance
Good Wave Front Occupancy Bad Wave Front Occupancy
38. Overdraw
• Especially bad on consoles when discard instructions in pixel shaders used.
• This causes depth rejection to not be performed until after pixel shaders have run.
• A lot of our objects are “alpha tested”.
Solution: Use a depth pre-pass
• HDRP now always runs a depth pre-pass for alpha tested objects.
• Option provided to pre-pass everything.
HDRenderPipeLineAsset -> Rendering Settings.
• Down side, more batches!
• Be careful of CPU performance when using a prepass
Gbuffer Performance
39. • Some asset optimisation also carried out during this phase.
• GBuffer creation was at ~11ms.
• Now Depth Prepass + GBuffer creation totals ~6ms
Gbuffer Performance
40. GPU Frame after Prepass
0 5 10 15 20 25 30 35 40 45 50
Inital GPU Time (ms)
After Prepass (ms)
Gbuffer & Prepass Motion Vectors SSAO Shadows Lighting Atmospherics Post
60FPS 30FPS
41. • Single shadow casting directional light.
• 4 Shadow map splits.
• 4k x 4k resolution (default for HDRP)
• 32bit depth
Shadow Map Generation
42. • Resolution almost always the performance limiting factor when it comes to shadow maps.
• Analysis in Razor and PIX backed this up.
• Most of our draw calls are in the shadow mapping pass.
• Interesting wave front stall at the end of the shadow mapping wave fronts.
Shadow Map Generation
43. • Consoles write to compressed depth buffers.
• This speeds up depth testing significantly.
• However before the depth buffer can be sampled as a texture it must be decompressed.
• The decompression is our stall in this case around 0.7ms.
• Stall bigger for larger 32 bit render targets.
• Can be problematic on large render targets that are updated sporadically.
• On PS4 from script use PS4.RenderSettings.DisableDepthBufferCompression to experiment
with disabling compression on large depth targets that might only be partially written to in any
given frame (e.g. atlases).
Shadow Map Generation
44. • The first stage of our atmospheric scattering effect reads the shadow map as an input.
• Initially at 6.6ms.
• Razor and PIX showed that this was significantly bandwidth bound reading from the
shadow map.
Shadow Map As Input
45. • Drop the shadow map resolution to 3k.
• Change the bit depth to 16bit.
• HDRenderPipeline Asset controls this.
Shadow Revisions
46. • Drop the shadow map resolution to 3kx3k.
• Change the bit depth to 16bit.
• HDRenderPipeline Asset controls this.
• Also need to change the settings on the light
Shadow Revisions
47. • Repositioned the shadow casting light to get
better use of resolution of the shadow map.
• Only draw the last split on level load.
• Saves batches and GPU time.
• Custom layer culling for shadow maps.
• Shadow map creation 13ms -> 7.9ms
• Lighting pass 4.9ms -> 4.4ms
• Atmospherics 6.6ms -> 4.2ms
Shadow Revisions
48. GPU Frame after shadow map revision
0 5 10 15 20 25 30 35 40 45 50
Inital GPU Time (ms)
After Prepass (ms)
After Shadows(ms)
Gbuffer & Prepass Motion Vectors SSAO Shadows Lighting Atmospherics Post
60FPS 30FPS
50. • Under utilisation of the GPU’s computational potential is common during depth
only rendering (such as shadows map generation).
Async Compute
51. • Could we make use of these unoccupied wave fronts?
• If our compute shader work has no dependencies on the depth only rendering
that proceeds it then async compute will allow this.
Async Compute
52. • Compute shader wave fronts mingle with those of the depth pass.
• Saves most if not all of the time spent on the compute work from the total frame
time, assuming they have different bottlenecks.
Async Compute
53. • BOTD uses tile light list gather (part of the lighting pass ) and SSAO on async compute.
• Both overlap with the shadow map rendering where the most “gaps” in our wave front
utilisation occur.
• Async Compute is currently PS4 only, coming to DX12 soon.
• Accessible in script though Unity’s Command Buffer interface (not just SRP).
• Look at HDRP or BOTD script code for examples.
Async Compute
54.
55. • Can also use it with the legacy renderers.
• Unity automatically creates the fences internally when adding async compute command
buffers to lights or cameras.
• Results in your async compute commands being executed at the appropriate light or camera
event on the graphics queue.
Async Compute
56. • Learn the platform holders tools (PIX, Razor).
• Get onto console early in your dev cycle.
• Use Graphics Jobs.
• Use GPU Instancing.
• Don’t use Tessellation without good cause.
Key Take Aways
57. • Consider a depth prepass when using SRP.
• Be careful with shadow map resolution / bit depth.
• Try enabling async compute when using HDRP.
• Consider async compute for any custom compute tasks.
• Book of the Dead: Environment interactive demo is availble on the asset store
now.
Key Take Aways
58. Thanks To
• The Demo Team.
• Xbox and PlayStation Teams.
• Unity Paris.
• Spotlight Europe.
60. Visit the
Microsoft & PlayStation booths
Experience the Book of the Dead: Environment interactive demo for yourself
Editor's Notes
If you’re already familiar with console development less of what we’ll cover here will be news to you, hopefully though there will still be relevant information for you to take away.
HDRP is one of Unity’s Scriptable Render Pipelines intended as a template for your own pipelines or to use out of the box for high end graphics titles.
An interactive experience based in an expanded Book of the Dead environment. Navigable in a familiar gaming manner and playable on current console hardware.
We’re going to show our process, some examples of the use of the platform holders tools and talk about the optimisations we made. These are all in the scope of the unity user as all changes are either to settings, art or public script code.
Not necessarily worse scene on the CPU, but this view consistently the heaviest on the GPU. Complex long view into the rest of the level.
BOTD forest sample uses a customised version of HDRP. Something we expect to see users doing with our published scriptable render pipelines.
Wasn’t a big issue for this demo as we’re light on the CPU in comparison to the demands of the complex visuals and the Demo team had taken many sensible decisions to help here. Real games however are much more likely to be CPU bound though once all of the games script code and systems are taken into account. Consequently there are some key things worth calling out before we dig into the GPU.
Not going mad with the batches is essential for keeping your CPU overheads down. A few thousand batches is realistic on consoles.
Not many batches considering the complexity here.
Instancing is key to keeping the batch count down. Dynamic batching seldom a win on console.
Could probably have coped with 4500 batches on the CPU if we were using Native Graphics jobs. What this illustrates though is the more than 2x batch saving from intelligent use of instances.
The scene showing only single instance renders. Emphasises how much instancing the demo team used.
The scene showing only single instance renders. Emphasises how much instancing the demo team used.
The scene showing only single instance renders. Emphasises how much instancing the demo team used.
Graphics jobs, an essential feature that’s off by default
DX11 and DX12 here refers to both desktop and Xbox One
Experimentation is encouraged when choosing which version of graphics jobs to use. Native jobs also comes with a small GPU overhead.
The real effort of optimising this demo was on the GPU.
Can’t emphasise enough how good these tools are in comparison to what’s available on other platforms. Get on console early to enjoy the most use of them.
Gbuffer layout described in a Unity Blog post on HDRP by Sebastien Lagarde.
This is an floating point render target so the colour range has been scaled here to make it visible.
Atmospherics are not those from standard HDRP but a custom effect authored by the demo team for “The Blacksmith”. The standard HDRP equivalent was still under development during the demo’s production and this version was battle tested. It adds the dramatic “light shafts” seen at many points during the demo though it’s impact on this view is minimal.
Post process includes depth of field, motion blur, bloom, colour correction
Again all frame timings on a PS4 Pro. The two orange vertical lines are where we’d need to be for 30Hz and 60Hz.
First thing to look at. Gbuffer production should be fast in a deferred renderer but often it ends up a significant part of the frame.
This kind of distribution shows an under use of the GPU. We can’t keep the GPU fed with vertex shader work alone as we can’t spawn vertex shader wave fronts as fast as they are being completed. It’s common when we are transforming vertices but rasterising few pixels as a result. Typical pattern from too much overdraw, small triangles, back faces or rendering verts off screen.
HDRP didn’t have a pre-pass of any sort for deferred rendering when we started. The pre-pass is a win as we use very light fast shaders to render everything to depth only first. Then our Gbuffer pass can benefit from early depth rejection against the depth buffer we’ve created, saving the need to run the heavier Gbuffer pixel shaders for pixels that will be occluded in our final image.
Asset optimisation also going on in the background for LODs. This also helped reduce the Gbuffer costs.
We are winning but still a way to go to hit that right hand orange line. Those green blocks look way too large.
HDRP defaults primarily tuned for greatest quality here rather than optimal console performance.
Blank space here shows the GPU waiting for something before it can carry on with the deferred lighting.
The atmospherics take many taps from the shadow map result, making them bandwidth bound.
Experimentation in art to find acceptable reductions in shadow map res and bit depth.
Experimentation in art to find acceptable reductions in shadow map res and bit depth.
The optimisation to only draw the most distant shadow map split once at level load time was significant in that it reduced GPU time each frame and reduced the number of batches being submitted by the CPU helping to offset the additional batches we incurred from the addition of the prepass. The demo team experimented with various versions of this optimisation. In one version in addition to only drawing the last split once, the second and third splits were only updated on alternate frames. This was a great performance win but due to the chaotic nature of the wind effects in this scene the visual results made the shadows look like they were running in slow motion. Would have been a good win though on scenes where the taller environment pieces were more static. This is an excellent example of the flexibility for customisation that SRP offers.
Yay, we are within the boundary needed to hit 30Hz vsync-ed. The demo moved on after this point for additional content and systems so the timings presented here may not line up with the asset store version but is what you can see running on Microsoft and Sony’s stands here at Unite Berlin.
Advanced feature for getting the most out of the GPU when using compute shaders as part of your render pipeline.
This is a conceptual diagram showing wave fronts running on the GPU during the rendering of some scene. We do some vertex and pixel shader based work, then we do some depth only rendering, then we issue some compute work and finally swap back to vertex and pixel shader work. Our wave front utilisation is good apart from during our depth only pass.
Under utilisation of the GPU common during depth only passes. Can we make use of this untapped processing power?
Overlapping graphics and async compute queue tasks that have the same GPU bottlenecks will seldom be an optimisation. Compute shader dispatches that are genuinely bound on computation are usually the best candidate.
SRP style example of async compute use.
Create a separate Command Buffer to contain your async compute tasks.
Use GPUFences to synchronise when the async compute work should start in relation to the graphics queue, and where the graphics queue should wait for it to finish.