In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
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.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
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.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
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.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
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
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.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
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 Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
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.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
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
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.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
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 Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Temporal Superpixels Based on Proximity-Weighted Patch MatchingNAVER Engineering
발표자: 이세호(고려대 박사과정)
발표일: 2018.4.
슈퍼픽셀 알고리즘은 입력 영상을 다수의 의미 있는 영역으로 과분할하는 기법이다. 입력 영상을 픽셀 단위로 표현할 때와 비교하여, 슈퍼픽셀 단위의 표현은 입력 영상의 단위의 수를 크게 줄이는 장점이 있어, 여러 컴퓨터 비전 기법에 전처리로 이용된다. 또한 슈퍼픽셀 알고리즘을 동영상으로 확장한 동영상 슈퍼픽셀 (temporal superpixel) 알고리즘은 동영상 기반의 컴퓨터 비전 기법에 적용될 수 있다. 기존의 동영상 슈퍼픽셀 기법은 시간적 유사성을 유지하기 위하여 움직임 정보를 이용하는데, 움직임 정보의 추출에는 많은 계산 복잡도가 요구된다. 따라서 이를 보완하기 위해, 본 연구에서는 근접성 가중치 패치 정합 (proximity-weighted patch matching) 기반의 동영상 슈퍼픽셀 기법을 제안한다.
Introduction to Steering behaviours for Autonomous AgentsBryan Duggan
Steering behaviours are simple techniques for controlling
goal-directed motion of simulated characters around their world, with
applications in games, animation and robotics.
These behaviours are largely independent of each other and can be combined together to implement actions such as "go from this part of world to another part of the world, avoiding any obstacles that happen to be in the way".
Steering behaviours are used to simulate natural phenomena such as
shoals of fish, flocks of birds and crowd scenes.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
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.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
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.
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.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
PHP Frameworks: I want to break free (IPC Berlin 2024)
Volumetric Lighting for Many Lights in Lords of the Fallen
1. Volumetric Lighting for Many Lights
in Lords of the Fallen
Benjamin Glatzel
Engine/Graphics Programmer
Deck13 Interactive GmbH
2. Who are we?
• One of Germany’s leading game studios
• Currently working on “Lords of the Fallen” in
cooperation with CI Games
• We’re using our own proprietary multi-platform
technology called “Fledge”
• We’ve shipped numerous titles primarily on PC but also
on Xbox 360, iOS and PS3 (maybe you know Jack
Keane, Ankh, Venetica, Blood Knights or Tiger and
Chicken)
3. Lords of the Fallen
• Lords of the Fallen is a challenging Action-RPG for PC,
Xbox One and PlayStation 4
• Will be released fall 2014
• For an in-depth view into the rendering guts of Fledge,
visit Philips talk tomorrow
4. Who am I?
• Engine/Graphics Programmer since 2 years
• Mainly responsible for the GNM/PS4 version of
“Fledge”
• Apart from that I'm behind everything related to
physics, our software rasterisation based culling
system, our IK system, …
16. Motivation
• We wanted something more dynamic and flexible that
could be tightly integrated into our lighting system
• It should work with a lot of small to medium sized light
sources
• Our artists tend to place a whole lot of lights
• Thus a negligible performance penalty on all
supported platforms was critical
19. State of the Art
• Many recent implementations seem to be based on the
work of Toth et. al. [2]:
• Ray marching in light view space while evaluating the
shadow map
• Often combined with a special sampling approach to
reduce the workload per fragment
• Many other approaches/optimisations popped up
over the recent years: Epipolar sampling [3],
sampling planes shaded in light space [4], …
21. Our Approach
• Loosely based on “Real-time Volumetric Lighting in
Participating Media” (Toth et. al. [2])
• Straightforward ray marching
• Usage of “Interleaved Sampling” to reduce the overall
sample count needed per fragment
• Utilises low-resolution rendering to reduce the
fragment workload even further
22. Our Approach
• Works with multiple lights and light types
• Custom bilateral blurring and depth-aware up-
sampling to work around the obvious artefacts
• Various tweaks and optimisations per light type
• Completely implemented using good old pixel and
vertex shaders - no compute
24. Radiative Transport Equation [2]
~x(s) = ~x0 + ~!s
L(~x(s), ~!)
⌧
a
P(~!0
, ~!)
Ray equation, where ω is the direction of the ray
Change of radiance along the ray
Probability of collision
Scattering probability after collision
Phase function
dL(~x(s), ~!)
ds
= ⌧L(~x(s), ~!) + ⌧a
Z
⌦0
L(~x(s), ~!)P(~!0
, ~!)d!0
25. L(~x(s), ~!) = e ⌧s
L(~x0, ~!) +
Z s
0
Li(~x(l), ~!)e ⌧(s l)
dl
L(~x(s), ~!) ⇡ L(~x0, ~!)e ⌧s
+
NX
n=0
Li(~x(ln), ~!)e ⌧(s ln)
l
Ignore multiple scattering
Li(~x, ~!) = ⌧a
4⇡d2
v(~x)e ⌧d
P(~!l, ~!) In-scattering term
s Total ray marching distance
d Distance to the light source
l Traveled distance on the ray
l Step size
v(~x) Visibility function
Source power of the light
Direction from the
ray position to
the light source
~!l
26. Basic Algorithm
• Let’s start with a simple
fullscreen pass for a
directional light
• Start the ray marching on the
position of the current
fragment in light space
• Evaluate and accumulate the
in-scattering term for each of
the n samples and march in
equidistant steps towards the
position of the viewer
27. #define NUM_SAMPLES 128!
#define NUM_SAMPLES_RCP 0.0078125!
!
FRAGMENT_OUT ps_main(VERTEX_OUTPUT f_in)!
{!
// Fallback if we can't find a tighter limit!
float raymarchDistanceLimit = 999999.0 ;!
!
[...]!
!
// Reduce noisyness by truncating the starting position!
float raymarchDistance = trunc ( clamp ( length ( cameraPositionLightVS . xyz - positionLightVS . xyz ) , !
0.0, raymarchDistanceLimit ) ) ;!
!
// Calculate the size of each step!
float stepSize = raymarchDistance * NUM_SAMPLES_RCP ;!
float3 rayPositionLightVS = positionLightVS . xyz ;!
!
// The total light contribution accumulated along the ray!
float3 VLI = 0.0 ;!
!
// ... start the actual ray marching!
[loop] for ( float l = raymarchDistance; l > stepSize ; l -= stepSize ) !
{!
executeRaymarching(...) ;!
}!
!
f_out . color . rgb = light_color_diffuse . rgb * VLI ;!
return f_out ;!
}
28. #define TAU 0.0001!
#define PHI 10000000.0!
!
#define PI_RCP 0.31830988618379067153776752674503!
!
void executeRaymarching(...)!
{!
rayPositionLightVS . xyz += stepSize * invViewDirLightVS . xyz ;!
!
[...]!
!
// Fetch whether the current position on the ray is visible form the light's perspective - or not!
float3 shadowTerm = getShadowTerm ( shadowMapSampler, shadowMapSamplerState, rayPositionLightSS . xyz ) . xxx ;!
!
// Distance to the current position on the ray in light view-space!
float d = length ( rayPositionLightVS . xyz ) ; ;!
float dRcp = rcp ( d ) ;!
!
// Calculate the final light contribution for the sample on the ray...!
float3 intens = TAU * ( shadowTerm * (phi * 0.25 * PI_RCP) * dRcp * dRcp ) * exp( -d * TAU ) * exp ( -l * TAU ) *
stepSize ;!
!
// ... and add it to the total contribution of the ray!
VLI += intens ;!
}
33. From One to Many
• Render the back faces of the
light volume for each
volumetric light (depth test/
write disabled)
• Start the ray marching on the
fragment of the light geometry
instead of the scene geometry
• If the light volume intersects
the scene geometry, the
starting position gets clamped
to the closest fragment
position relatively to the
viewer
34. From One to Many
• Calculate the in-scattering term as depicted before
• In addition to that evaluate the attenuation function for each
given light type and “modulate” it with the in-scattering
term
• March the ray in light view and in world space in parallel -
less costly than transforming between spaces for each step
• Accumulate the volumetric lighting contribution for each
visible light to an accumulation buffer using additive
blending
35. From One to Many
• Constrain the taken samples to the area inside the
light volume to increase the precision
• For box and point lights we simply clamp the total ray
marching distance to the attenuation ranges of the
lights
• In the case of spotlights we actually calculate the
intersection points between the current ray and the
light volume and calculate the range in-between
37. How to Make it Fast
• Everything I told you so far needs far too many
samples to achieve visually pleasing results
• 128+ samples per fragment for each light rendered to a
full resolution target does not sound like the ideal
solution
38. How to Make it Fast
• We ended up rendering all volumetrics to a half or
quarter resolution target
• We use an additional depth aware up-sampling pass
to hide this fact - often referred to as ”Nearest Depth
Up-Sampling“ [5]
41. How to Make it Fast
• Only using half-resolution rendering will not suffice to
make it fast enough for multiple light sources on the
screen
• We can “abuse” the fact that the in-scattered light
value at a given fragment position is either equal or at
least close to one or more of the surrounding values
42. How to Make it Fast
• We spread the evaluation of
the in-scattering term from a
single pixel to multiple pixels
• We ended up using 8x8 pixel
tiles, where each pixel of a
tile evaluates 16 samples
• This makes a total of 8x8x16
= 1024 potential samples
• Each pixel of one tile
evaluates a different region of
the ray
vs.
43. How to Make it Fast
• Assign an unique index i ∊ [0..64) to each pixel of the tile
- the indices repeat for each tile
• Reduce the total ray marching distance by one step
• Offset the ray marching starting position for each pixel of
the tile according to i
•
• Randomising the indices trades the obvious repetitive
sampling pattern for some less noticeable noise
ray = i
stepSize
64
44. #define INTERLEAVED_GRID_SIZE 8!
#define INTERLEAVED_GRID_SIZE_SQR 64!
#define INTERLEAVED_GRID_SIZE_SQR_RCP 0.015625!
!
[...]!
!
// Calculate the offsets on the ray according to the interleaved sampling pattern!
float2 interleavedPos = fmod ( f_in . position . xy, INTERLEAVED_GRID_SIZE ) ; !
!
#if defined (USE_RANDOM_RAY_SAMPLES)!
float index = ( interleavedPos . y * INTERLEAVED_GRID_SIZE + interleavedPos . x ) ;!
// light_volumetric_random_ray_samples contains the values 0..63 in a randomized order!
// The indices are packed to float4s => { (0,1,2,3), (4,5,6,7), ... }!
float rayStartOffset = light_volumetric_random_ray_samples [ index * 0.25 ] [ fmod ( index, 4.0 ) ] * ( stepSize *
INTERLEAVED_GRID_SIZE_SQR_RCP ) ;!
#else!
float rayStartOffset = ( interleavedPos . y * INTERLEAVED_GRID_SIZE + interleavedPos . x ) * ( stepSize *
INTERLEAVED_GRID_SIZE_SQR_RCP ) ;!
#endif // USE_RANDOM_RAY_SAMPLES!
!
float3 rayPositionLightVS = rayStartOffset * invViewDirLightVS . xyz + positionLightVS . xyz ;!
!
[...]
46. How to Make it Fast
• To achieve the final results we use an additional blur
pass before the up-sampling pass
• We use a simple bilateral blur filter to avoid bleeding
over the edges of any geometry inside or behind the
volumetrics
52. Render light geometry
for each volumetric and
execute ray marching
R11G11B10
1/2 Resolution
Apply horizontal and
vertical bilateral
Gaussian Blur
Accumulation Pass
Gather Pass
Apply depth-aware up-
sampling
Upscale Pass
Composite Pass
Add final up-scaled
buffer to the scene
R11G11B10
Native Resolution
Final Scene
64. Pass PC (GTX 700 Series GPU) PS4/GNM
Accumulation* 0.362 ms 0.161 ms
Gather 0.223 ms 0.375 ms
Upscale 0.127 ms 0.321 ms
= 0.712 ms = 0.857 ms
*measured using a half resolution render target
73. References
• [1] Volumetric Light Scattering as a Post-Process - http://
http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
• [2] Real-time Volumetric Lighting in Participating Media - http://
sirkan.iit.bme.hu/~szirmay/lightshaft.pdf
• [3] Epipolar Sampling for Shadows and Crepuscular Rays in Participating
Media with Single Scattering - http://www.sfb716.uni-stuttgart.de/uploads/
tx_vispublications/espmss10.pdf
• [4] Light Shafts - Rendering Shadows in Participating Media - http://
developer.amd.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf
• [5] Fast Rendering of Opacity Mapped Particles using DirectX 11 Tessellation
and Mixed Resolutions - https://developer.nvidia.com/sites/default/files/akamai/
gamedev/files/sdk/11/OpacityMappingSDKWhitePaper.pdf