CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
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.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
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.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
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.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
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.
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).
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.
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.
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.
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.
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.
his session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
How to implement realistic fabric material by Unreal engine?
This slider shows the way. You can make realistic and physically correct fabric shader by this method.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
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).
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.
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.
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.
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.
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.
his session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
How to implement realistic fabric material by Unreal engine?
This slider shows the way. You can make realistic and physically correct fabric shader by this method.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
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.
An illumination model, also called a lighting model and sometimes referred to as a shading model, is used to calculate the intensity of light that we should see at a given point on the surface of an object.
Surface rendering means a procedure for applying a lighting model to obtain pixel intensities for all the projected surface positions in a scene.
A surface-rendering algorithm uses the intensity calculations from an illumination model to determine the light intensity for all projected pixel positions for the various surfaces in a scene.
Surface rendering can be performed by applying the illumination model to every visible surface point.
IAA-LA2-10-01 Spectral and Radiometric Calibration Procedure for a SWIR Hyper...Christian Gabriel Gomez
Presentación para 2nd IAA Latin American Symposium on Small Satellites.
Procedimiento de calibración espectral y radiométrica de una cámara hiperespectral SWIR.
SIGGRAPH 2014 Course on Computational Cameras and Displays (part 4)Matthew O'Toole
Recent advances in both computational photography and displays have given rise to a new generation of computational devices. Computational cameras and displays provide a visual experience that goes beyond the capabilities of traditional systems by adding computational power to optics, lights, and sensors. These devices are breaking new ground in the consumer market, including lightfield cameras that redefine our understanding of pictures (Lytro), displays for visualizing 3D/4D content without special eyewear (Nintendo 3DS), motion-sensing devices that use light coded in space or time to detect motion and position (Kinect, Leap Motion), and a movement toward ubiquitous computing with wearable cameras and displays (Google Glass).
This short (1.5 hour) course serves as an introduction to the key ideas and an overview of the latest work in computational cameras, displays, and light transport.
What is global illumination and what are the techniques used to combat this problem in real-time applications. Talk briefly covers algorithms like instant radiosity, light propagation volumes and voxel cone tracing. Additional details within the slide notes.
We propose a flexible light field camera architecture that is at the convergence of optics, sensor electronics, and applied mathematics. Through the co-design of a sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction algorithms, we show that—contrary to light field cameras today—our system can use the same measurements captured in a single sensor image to recover either a high-resolution 2D image, a low-resolution 4D light field using fast, linear processing, or a high-resolution light field using sparsity-constrained optimization.
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/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
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.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
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.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 4
Voxel based global-illumination
1. computer graphics & visualization
Voxel-Based Global-Illumination
By Thiedemann, Henrich, Grosch, and Müller
Real-Time Near-Field Global Illumination on
a Voxel Model
Seyedmorteza Mostajabodaveh (Morteza),
M.Sc. Marc Treib
2. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Overview
• Illumination
• What is voxelization?
• Paper’s Voxelization Method
• Paper’s Voxel/Ray Intersection Method
• Near Global-Illumination Based on Voxel-Model
• Results
3. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Illumination
• Direct Illumination
• Indirect Illumination
4. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Direct Illumination
– Reflection can be computed locally (using Normal
and Material Specification)
– Local Illumination
5. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Illumination
• Indirect Illumination
• The reflected light cannot be computed locally
– Global Illumination
6. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing
7. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
8. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
9. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
– Fewer Ray-Object Intersections
– Fewer Rays
10. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
What is voxelization?
11. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Types of Voxelization
• Binary Voxelization
– A cell stores whether geometry is present in this
cell or not
• Multi-Valued Voxelization
– A cell can also stores arbitrary other data like BRDF,
normal or Radiance
• Boundary Voxelization
– Encodes the object surfaces only
• Solid Voxelization
– Captures the interior of a model
12. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Contributions
• A new atlas-based voxelization method
• An improved ray/voxel intersection test
• Real-time near-field illumination with
voxel visibility
13. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Goal
• Computing global illumination in real time,
given a large and dynamic scene.
14. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (1/5)
15. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (2/5)
16. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (3/5)
• Performance is directly related to the number
of rendered vertices
• Sufficient atlas-texture resolution
17. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (4/5)
• Environment
– Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM
• Performance
18. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Atlas-Based Voxelization (5/5)
• Pros
– No restrictions to the objects
– Applicable for dynamics rigid bodies and
moderately deforming models
• Cons
– Each object has to have a texture atlas
– Low atlas texture resolution causes holes in
voxelization
– Not allow strong deformation of the objects
19. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Accelaration
• Classification of Accelaration Techniques for ray
tracing
– Faster ray-object intersections
• Efficient intersectors
– Fewer Ray-Object Intersections
• Bounding Volumes (Boxes, Spheres)
• Space Subdivision
– Fewer Rays
• Adaptive Tree-Depth Control
• Stochastic Sampling
20. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(1/3)
• Use a binary voxelized scene
representation(Why only in 2-dimensions)
• Build a Maximum mip-map hierarchy
21. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
22. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
23. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
24. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
25. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
26. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(2/3)
27. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Hierarchical Ray-Voxel Intersection Test
(3/3)
• Algorithm
28. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Ray Tracing Algorithm
Image Raytrace (Camera cam, Scene scene, int width, int height)
{
Image image = new Image (width, height) ;
for (int i = 0 ; i < height ; i++)
for (int j = 0 ; j < width ; j++) {
Ray ray = RayThruPixel (cam, i, j) ;
Intersection hit = Intersect (ray, scene) ;
image[i][j] = FindColor (hit) ;
}
return image ;
}
29. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
30. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Outgoing Radiance
𝐿 𝑜 𝑝, 𝜔 𝑜 =
2𝜋+
𝑓𝑟 𝑝, 𝜔𝑖, 𝜔 𝑜 𝐿𝑖 𝑝, 𝜔𝑖 cos 𝜃𝑖 𝑑 𝜔 𝑖
BRDF
Outgoing Direction Incoming Direction
31. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Estimator
𝑰 =
𝒂
𝒃
𝒇 𝒙 𝒅𝒙
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏
𝒇(𝒙𝒋)
32. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Monte Carlo Importance Sampling
Monte Carlo Estimator: 𝑰 =
𝒃−𝒂
𝒏 𝒋=𝟏
𝒏 𝒇(𝒙 𝒋)
𝒑(𝒙 𝒋)
34. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
One Bounce is enough!
35. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
• Generate RSM (Reflective
Shadow Map) for fast
near-field illumination
• Shoot N rays from x with
maximum distance r
• Find first intersection
point using binary
voxelization
• Gather direct radiance
from RSM
36. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Real-Time Near-Field Single Bounce Indirect
Light
37. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results (movie)
38. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• The effect of changing the voxel resolution
32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)
39. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results
• Voxel-Based Single Bounce illumination with
different Radiuses R
R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 – right (21 fps)
40. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Results 2 (Movie)
41. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Thank you very much!!! :D
42. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
Questions?
43. computer graphics & visualization
Real-Time Near-Field Global Illumination Based on Voxel Model
Seyedmorteza Mostajabodaveh
References
Reference Name Author
TUM’s Computer Graphics Course Slides –
2013
Prof. Westermann, TU-Munich
Ray Tracing from Group Up, 2007 by AK
Peters Ltd
Kevvin Suffern
GPU Pro 3, 2012 by CRC Press Wolfgang Engel
An Approximate Global-Illumination
System for Computer Generated Films
Tabellion, E. And Lamorlette, A.
Voxel-Based Global Illumination,
Proceedings of ACM Symposium on
Interactive 3D Graphics and Games 2011
(I3D'11)
Thiedemann, Henrich, Grosch, and Müller
Voxel-Based Global Illumination slides at
Computer Graphics and Image Processing
Lab, SNU
http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf
Jin Hur, Junhyuk Yoon