DCSF19 Hardening Docker daemon with Rootless modeDocker, Inc.
Akihiro Suda, NTT Corporation
Docker CE 19.03 is going to support "Rootless mode", which allows running the entire Docker daemon and its dependencies as a non-root user on the host, so as to protect the host from malicious containers in a simple but very strong way.
Rootless mode is also attractive for users who cannot get `sudo` permission for installing Docker on shared computing machines. e.g. HPC users.
In this talk, Akihiro Suda, the author of the Rootless mode (PR: moby#38050), will explain how users can get started with Rootless mode.
He will also explain the implementation details of Rootless mode and planned enhancements such as LDAP integration.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
Battle Planet - Judgement Day is a unique game in the sense that it's played entirely on a single sphere (the planet). Levels are fully procedural and fully destructible. This structure created a few big challenges in terms of rendering, which were solved by writing a custom Scriptable Render Pipeline for the game. This session provides an overview of the game's rendering features and how they were implemented using SRP. It includes a few examples of how performance issues influenced the design of the pipeline as well as a discussion about shader programming and design patterns.
Speaker:
Henning Steinbock - Threaks
Session available here: https://youtu.be/91zUwJwkXNQ
DCSF19 Hardening Docker daemon with Rootless modeDocker, Inc.
Akihiro Suda, NTT Corporation
Docker CE 19.03 is going to support "Rootless mode", which allows running the entire Docker daemon and its dependencies as a non-root user on the host, so as to protect the host from malicious containers in a simple but very strong way.
Rootless mode is also attractive for users who cannot get `sudo` permission for installing Docker on shared computing machines. e.g. HPC users.
In this talk, Akihiro Suda, the author of the Rootless mode (PR: moby#38050), will explain how users can get started with Rootless mode.
He will also explain the implementation details of Rootless mode and planned enhancements such as LDAP integration.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
Battle Planet - Judgement Day is a unique game in the sense that it's played entirely on a single sphere (the planet). Levels are fully procedural and fully destructible. This structure created a few big challenges in terms of rendering, which were solved by writing a custom Scriptable Render Pipeline for the game. This session provides an overview of the game's rendering features and how they were implemented using SRP. It includes a few examples of how performance issues influenced the design of the pipeline as well as a discussion about shader programming and design patterns.
Speaker:
Henning Steinbock - Threaks
Session available here: https://youtu.be/91zUwJwkXNQ
Efficient and Testable MVVM pattern
김범준
레이니스트 / 안드로이드 개발
레이니스트에서 뱅크샐러드 안드로이드 어플리케이션을 개발하고 있는 5년차 개발자 입니다. Reactive, 함수형 프로그래밍에 관심이 많으며 효율적이고 가독성 있는 코드를 짜는 것을 항상 목표로 부단히 노력중입니다.
A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system's original architect (Kurt Akeley, Microsoft) explain OpenGL's design and evolution. OpenGL's state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL's future.
These slides were presented at SIGGRAPH Asia 2008 for the "Modern OpenGL: Its Design and Evolution" course.
Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world's most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL's original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.
In this course, a long-time implementer of OpenGL and the system's original architect explain OpenGL's design and evolution.
You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley's personal retrospective on OpenGL's development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL's future evolution.
Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.
How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019Unity Technologies
Learn how the Boat Attack demo was created using the Universal Render Pipeline. These slides offer an in-depth look at the features used in the demo, including Shader Graph, Custom Render Passes, Camera Callback, and more.
Speaker:
Andre McGrail - Unity Technologies
Watch the session on YouTube: https://youtu.be/ZPQdm1T7aRs
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
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.
Efficient and Testable MVVM pattern
김범준
레이니스트 / 안드로이드 개발
레이니스트에서 뱅크샐러드 안드로이드 어플리케이션을 개발하고 있는 5년차 개발자 입니다. Reactive, 함수형 프로그래밍에 관심이 많으며 효율적이고 가독성 있는 코드를 짜는 것을 항상 목표로 부단히 노력중입니다.
A long-time implementer of OpenGL (Mark Kilgard, NVIDIA) and the system's original architect (Kurt Akeley, Microsoft) explain OpenGL's design and evolution. OpenGL's state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL's future.
These slides were presented at SIGGRAPH Asia 2008 for the "Modern OpenGL: Its Design and Evolution" course.
Course abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world's most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL's original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.
In this course, a long-time implementer of OpenGL and the system's original architect explain OpenGL's design and evolution.
You will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley's personal retrospective on OpenGL's development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL's future evolution.
Whether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.
How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019Unity Technologies
Learn how the Boat Attack demo was created using the Universal Render Pipeline. These slides offer an in-depth look at the features used in the demo, including Shader Graph, Custom Render Passes, Camera Callback, and more.
Speaker:
Andre McGrail - Unity Technologies
Watch the session on YouTube: https://youtu.be/ZPQdm1T7aRs
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
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.
2015년 HTML5 기반 모바일 웹 어플리케이션 기술 개발 동향 정리 및 2016년 기술 변화 예측합니다. Ionic/Angularjs 기반 상용 앱 개발 사례도 상세하게 소개 합니다. 본 자료를 통해서 HTML5 기반 모바일 어플리케이션을 개발시 활용가능한 Framework 및 최적화 분야에 대해서 이해할수 있습니다.
4. Web 3D의 역사
• VRML / X3D
– 뷰어마다 보이는게 다름
– 망했어요
• Collada
– 최근 표준처럼 통용되는 3D모델 교환 형식
– XML기반, 느리다
• WebGL
– 최근 Khronos group에서 제정한 Web 3D를 지원
하기 위한 API
– 일부 웹 브라우저에서 사용이 가능하다.
4