Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use 'Mantle' - a very high-performance low-level graphics API being in close collaboration by AMD and DICE/EA to get the absolute best performance and experience in Frostbite games on PC.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Smart Terrain is a feature of the Qualcomm Vuforia SDK that allows devices with depth sensing cameras to reconstruct environments and interact with objects and surfaces. It provides advantages over standard cameras like automatic initialization and faster, richer results without requiring motion. Smart Terrain uses infrared depth sensors to project infrared light, fuse the RGB image with a depth map, and reconstruct surfaces and objects in the environment. Developers can utilize the Smart Terrain API for consistent lifecycle management and event handling across depth sensing devices.
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
This document summarizes key rendering features in CryEngine 3 and Crysis 2 across PC and console platforms. It discusses gamma correct HDR rendering, lighting, shadows, screen space ambient occlusion and global illumination, deferred decals, character rendering, water rendering, post-processing effects like motion blur, anti-aliasing using post MSAA, system specifications and colors matching across platforms, and stereo rendering. It highlights the engineering efforts required to optimize the engine for consoles while maintaining quality and pushing technological limits on all platforms.
This document discusses computational attention and its applications. It can analyze images and video to detect regions of interest, then adjust factors like focus and exposure. This allows for applications like automatic thumbnails that crop and resize photos to focus on the most important areas. Computational attention can also be used for visual search, image navigation on mobile devices, and automatic defect detection in manufacturing and medical imaging. It has the potential to improve tasks like audio event detection, pattern tracking in surveillance, and region-based image compression.
HC-4019, "Exploiting Coarse-grained Parallelism in B+ Tree Searches on an APU...AMD Developer Central
Presentation, HC-4019, "Exploiting Coarse-grained Parallelism in B+ Tree Searches on an APU," by Mayank Daga and Mark Nutter at the AMD Developer Summit (APU13) Nov. 11-13.
Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA about Battlefield 4 on PC which is the first title that will use 'Mantle' - a very high-performance low-level graphics API being in close collaboration by AMD and DICE/EA to get the absolute best performance and experience in Frostbite games on PC.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Smart Terrain is a feature of the Qualcomm Vuforia SDK that allows devices with depth sensing cameras to reconstruct environments and interact with objects and surfaces. It provides advantages over standard cameras like automatic initialization and faster, richer results without requiring motion. Smart Terrain uses infrared depth sensors to project infrared light, fuse the RGB image with a depth map, and reconstruct surfaces and objects in the environment. Developers can utilize the Smart Terrain API for consistent lifecycle management and event handling across depth sensing devices.
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
This document summarizes key rendering features in CryEngine 3 and Crysis 2 across PC and console platforms. It discusses gamma correct HDR rendering, lighting, shadows, screen space ambient occlusion and global illumination, deferred decals, character rendering, water rendering, post-processing effects like motion blur, anti-aliasing using post MSAA, system specifications and colors matching across platforms, and stereo rendering. It highlights the engineering efforts required to optimize the engine for consoles while maintaining quality and pushing technological limits on all platforms.
This document discusses computational attention and its applications. It can analyze images and video to detect regions of interest, then adjust factors like focus and exposure. This allows for applications like automatic thumbnails that crop and resize photos to focus on the most important areas. Computational attention can also be used for visual search, image navigation on mobile devices, and automatic defect detection in manufacturing and medical imaging. It has the potential to improve tasks like audio event detection, pattern tracking in surveillance, and region-based image compression.
HC-4019, "Exploiting Coarse-grained Parallelism in B+ Tree Searches on an APU...AMD Developer Central
Presentation, HC-4019, "Exploiting Coarse-grained Parallelism in B+ Tree Searches on an APU," by Mayank Daga and Mark Nutter at the AMD Developer Summit (APU13) Nov. 11-13.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Gamebryo LightSpeed provides improved runtime performance, a modular game framework, entity modeling tools, Lua scripting and debugging, and rapid iteration capabilities. New features include deferred lighting for improved rendering, a decoration system for terrain customization, terrain streaming for unlimited map sizes, and an enhanced water editor. It offers an integrated development environment with tools in Visual Studio, 3DS Max, and the Toolbench plugin suite.
The document discusses the main components involved in computer graphics and display. It explains that the CPU is the central processing unit that acts as the brain of the computer. The GPU is the graphic processing unit that handles graphics processing in parallel to the CPU. The frame buffer is a portion of RAM that stores a bitmap used to refresh the video display from memory and ensure smooth display output. The graphic adapter and video display unit then take the output from the frame buffer and display it on a monitor using technologies like VGA.
Keynote (Phil Rogers) - The Programmers Guide to Reaching for the Cloud - by ...AMD Developer Central
Keynote presentation, The Programmers Guide to Reaching for the Cloud, by Phil Rogers, AMD Corporate Fellow, AMD, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
This document summarizes the animated short film "Sherman" which was created entirely with Unity. It discusses how the film was blocked out and animated without storyboards. Advanced animation techniques like Alembic were used. Custom fur and visual effects were also implemented. Lighting was achieved through light probes, reflection probes, and baked global illumination. The project structure and Unity's capabilities for film production are discussed, as well as future directions like modular projects and Addressables.
Unite 2013 optimizing unity games for mobile platformsナム-Nam Nguyễn
The document discusses optimizing Unity games for mobile platforms. It begins with an introduction to the author and ARM. It then covers identifying performance bottlenecks like CPU, vertex processing, fragment processing, and bandwidth usage. Tools for profiling like the Unity Profiler and ARM DS-5 Streamline Performance Analyzer are presented. An example application is overviewed to demonstrate optimization techniques for geometry, level of detail, particles, textures, overdraw, lights, and texture atlases. The document provides guidance on using tools and techniques to improve performance and optimize games for mobile hardware.
Adobe AIR - Mobile Performance – Tips & TricksMihai Corlan
This document provides an overview and tips for optimizing mobile performance in Adobe AIR applications. It discusses understanding the mobile landscape, choosing between CPU and GPU rendering modes, caching display objects, and general optimization tricks like avoiding memory leaks and heavy code execution. The document also covers Flex considerations and potential bottlenecks to focus on for optimization.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
1. The document discusses optimizing Flash and AIR applications for multiple screen devices like smartphones and tablets. It provides guidance on design considerations, leveraging touch and hardware capabilities, and performance optimizations.
2. Flash Player 10.1 supports new platforms like mobile phones and brings features like touch input, gestures, and hardware acceleration. AIR also allows developing standalone mobile apps using Flash skills.
3. The document recommends optimizations like minimizing redraws, reusing objects, adjusting frame rates, and using appropriate display objects. Video encoding and player optimizations are also covered.
After I attended Google IO 2014, I wanted to present what is new for Android Lollipop from a Developer perspective.
This presentation covers almost everything except, maybe, native Android Wear development, Android Auto and Android TV
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.
Developing for the BlackBerry PlayBook using Flex Builder BurritoYuri Visser
This document provides an overview of developing applications for the BlackBerry PlayBook tablet using the Flash Builder Burrito IDE and the BlackBerry Tablet OS SDK for Adobe AIR. It covers the PlayBook device specifications, the development environment, available resources, and offers a code sample of a Google directory application developed for the PlayBook.
GFX Part 7 - Introduction to Rendering Targets in OpenGL ESPrabindh Sundareson
This document discusses rendering targets in OpenGL and OpenGL ES. It explains that a rendering context is required before drawing a scene, and that rendering can target either the window system framebuffer or an offscreen framebuffer object (FBO). FBOs allow offscreen rendering and render-to-texture capabilities. The document provides examples of programming with FBOs, including generating and binding FBOs, attaching textures and renderbuffers, and switching between onscreen and offscreen rendering targets. It also discusses considerations for porting OpenGL code to OpenGL ES.
This document discusses various performance challenges when developing Windows Phone 7 apps. It covers challenges with networking and serialization affecting the UI thread, slow performance of large ListBoxes, benefits of using bitmap caching over redrawing images, and techniques for optimizing computationally intensive apps including avoiding overloading the UI thread. Overall it provides guidance on profiling apps and techniques for improving performance through optimizations like caching, throttling updates, and testing on actual devices.
Working with the Bing Maps Silverlight Controlmark mann
Johannes Kebeck from Microsoft provides pointers to getting started with the Bing Maps Silverlight Control and highlighting the issues faced when building visually stimulating mapping applications.
This presentation was given on 3rd February 2010 at the Microsoft "Cardinal Place" office in London.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Slide deck for a presentation at OSCON 2011 about why Netflix uses web technology for TV user interfaces and how we maximize performance for a broad range of devices.
The document discusses consolidating multiple databases into a single database in Oracle 11gR2. It outlines challenges in consolidation including different workloads, schemas, and security policies between databases. Goals of consolidation are reducing costs, standardizing management, and improving availability. Proper planning is key, including understanding applications, hardware, and new Oracle 11gR2 capabilities before implementing consolidation in stages.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Gamebryo LightSpeed provides improved runtime performance, a modular game framework, entity modeling tools, Lua scripting and debugging, and rapid iteration capabilities. New features include deferred lighting for improved rendering, a decoration system for terrain customization, terrain streaming for unlimited map sizes, and an enhanced water editor. It offers an integrated development environment with tools in Visual Studio, 3DS Max, and the Toolbench plugin suite.
The document discusses the main components involved in computer graphics and display. It explains that the CPU is the central processing unit that acts as the brain of the computer. The GPU is the graphic processing unit that handles graphics processing in parallel to the CPU. The frame buffer is a portion of RAM that stores a bitmap used to refresh the video display from memory and ensure smooth display output. The graphic adapter and video display unit then take the output from the frame buffer and display it on a monitor using technologies like VGA.
Keynote (Phil Rogers) - The Programmers Guide to Reaching for the Cloud - by ...AMD Developer Central
Keynote presentation, The Programmers Guide to Reaching for the Cloud, by Phil Rogers, AMD Corporate Fellow, AMD, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
This document summarizes the animated short film "Sherman" which was created entirely with Unity. It discusses how the film was blocked out and animated without storyboards. Advanced animation techniques like Alembic were used. Custom fur and visual effects were also implemented. Lighting was achieved through light probes, reflection probes, and baked global illumination. The project structure and Unity's capabilities for film production are discussed, as well as future directions like modular projects and Addressables.
Unite 2013 optimizing unity games for mobile platformsナム-Nam Nguyễn
The document discusses optimizing Unity games for mobile platforms. It begins with an introduction to the author and ARM. It then covers identifying performance bottlenecks like CPU, vertex processing, fragment processing, and bandwidth usage. Tools for profiling like the Unity Profiler and ARM DS-5 Streamline Performance Analyzer are presented. An example application is overviewed to demonstrate optimization techniques for geometry, level of detail, particles, textures, overdraw, lights, and texture atlases. The document provides guidance on using tools and techniques to improve performance and optimize games for mobile hardware.
Adobe AIR - Mobile Performance – Tips & TricksMihai Corlan
This document provides an overview and tips for optimizing mobile performance in Adobe AIR applications. It discusses understanding the mobile landscape, choosing between CPU and GPU rendering modes, caching display objects, and general optimization tricks like avoiding memory leaks and heavy code execution. The document also covers Flex considerations and potential bottlenecks to focus on for optimization.
Presentation & discussion around low-level graphics APIs. This was a quickly made presentation that I put together for a discussion with Intel and fellow ISVs, thought it could be worth sharing
1. The document discusses optimizing Flash and AIR applications for multiple screen devices like smartphones and tablets. It provides guidance on design considerations, leveraging touch and hardware capabilities, and performance optimizations.
2. Flash Player 10.1 supports new platforms like mobile phones and brings features like touch input, gestures, and hardware acceleration. AIR also allows developing standalone mobile apps using Flash skills.
3. The document recommends optimizations like minimizing redraws, reusing objects, adjusting frame rates, and using appropriate display objects. Video encoding and player optimizations are also covered.
After I attended Google IO 2014, I wanted to present what is new for Android Lollipop from a Developer perspective.
This presentation covers almost everything except, maybe, native Android Wear development, Android Auto and Android TV
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.
Developing for the BlackBerry PlayBook using Flex Builder BurritoYuri Visser
This document provides an overview of developing applications for the BlackBerry PlayBook tablet using the Flash Builder Burrito IDE and the BlackBerry Tablet OS SDK for Adobe AIR. It covers the PlayBook device specifications, the development environment, available resources, and offers a code sample of a Google directory application developed for the PlayBook.
GFX Part 7 - Introduction to Rendering Targets in OpenGL ESPrabindh Sundareson
This document discusses rendering targets in OpenGL and OpenGL ES. It explains that a rendering context is required before drawing a scene, and that rendering can target either the window system framebuffer or an offscreen framebuffer object (FBO). FBOs allow offscreen rendering and render-to-texture capabilities. The document provides examples of programming with FBOs, including generating and binding FBOs, attaching textures and renderbuffers, and switching between onscreen and offscreen rendering targets. It also discusses considerations for porting OpenGL code to OpenGL ES.
This document discusses various performance challenges when developing Windows Phone 7 apps. It covers challenges with networking and serialization affecting the UI thread, slow performance of large ListBoxes, benefits of using bitmap caching over redrawing images, and techniques for optimizing computationally intensive apps including avoiding overloading the UI thread. Overall it provides guidance on profiling apps and techniques for improving performance through optimizations like caching, throttling updates, and testing on actual devices.
Working with the Bing Maps Silverlight Controlmark mann
Johannes Kebeck from Microsoft provides pointers to getting started with the Bing Maps Silverlight Control and highlighting the issues faced when building visually stimulating mapping applications.
This presentation was given on 3rd February 2010 at the Microsoft "Cardinal Place" office in London.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Slide deck for a presentation at OSCON 2011 about why Netflix uses web technology for TV user interfaces and how we maximize performance for a broad range of devices.
The document discusses consolidating multiple databases into a single database in Oracle 11gR2. It outlines challenges in consolidation including different workloads, schemas, and security policies between databases. Goals of consolidation are reducing costs, standardizing management, and improving availability. Proper planning is key, including understanding applications, hardware, and new Oracle 11gR2 capabilities before implementing consolidation in stages.
This document discusses computer graphics and graphics workstations. It provides details on:
- The capabilities of typical graphics workstations, including 2D/3D modeling, animation, color selection, 3D viewing, and other features.
- The architecture of graphics workstations, which typically include a RISC microprocessor, large memory and storage, and specialized graphics boards.
- Common display algorithms used in computer graphics like raster scan techniques, DDA and Bresenham's line drawing algorithms, which allow for fast rendering of basic shapes and lines on raster displays.
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio Owen Wu
The document discusses Mali GPU architecture and Arm Mobile Studio. It provides details on Mali GPU components like Bifrost shader cores and tile-based rendering. It also describes features such as index-driven vertex shading, forward pixel kill, and efficient render passes. The document concludes with an overview of the Arm Mobile Studio tools for profiling GPU and CPU performance on mobile devices.
The document provides information about developing apps for the BlackBerry PlayBook tablet using Adobe AIR, including setting up the development environment, creating a first app, implementing touch gestures, accessing files and device capabilities. It also discusses App World, the BlackBerry Developer Challenge competition, and upcoming developer conferences.
Learn how to improve performance and quality of your game on Intel® Processor Graphics, including scaling from 1080p to 4k, with dynamic resolution rendering and checkerboard rendering (CBR).
What do the terms serverless, containers, and virtual machines mean? Which should I use to build my app? The answer (as always) is "it depends." In this session learn the tradeoffs between these different approaches, whether you're building your app from scratch or want to move an existing web or mobile application to the cloud. We'll discuss open source tools such as Kubernetes, Istio, and Knative, and we'll discuss Google Cloud Platform tools like Compute Engine, Google Kubernetes Engine (GKE), App Engine, and Cloud Functions.
UplinQ - qualcomm® snapdragon™ processors a super gaming platformSatya Harish
Qualcomm Snapdragon processors are designed to be a powerful platform for mobile gaming. The Adreno GPU in Snapdragon processors provides desktop-level graphics capabilities for console-quality mobile games. Qualcomm provides tools like the Adreno SDK and Adreno Profiler to help developers optimize games for Snapdragon processors and analyze game performance.
Similar to Well Behaved Mobile Apps on AIR - Performance Related (20)
This presentation discusses the technical features required for AAA games on the web using Native Client (NaCl). NaCl allows high performance C/C++ code to run securely in the browser. It supports features like 3D graphics via OpenGL ES 2.0, textures, audio, networking, and input. While some features rely on browser implementations, NaCl provides capabilities required for large-scale commercial games on the desktop web.
Building a server to manage high concurrent connections is non-trival task. For those developers that use ActionScript 3 to build games on the client side it means having a totally different skillset. Being able to use ActionScript 3 on the server to build MMO’s or port client code to the server allows developers to leverage their skills on the server.
By walking through a live game example with more then 15,000 concurrent connections running on a medium Amazon EC2 server the presentation will:
1. Introduce Linux server configuration for high concurrent connected usage.
2. Introduce Socket class based on libev library for high concurrent connection.
3. Introduce leveraging Tamarin project for ActionScript 3 on the server.
Building an ActionScript Game Server with over 15,000 Concurrent ConnectionsRenaun Erickson
Building a server to manage high concurrent connections is non-trival task. For those developers that use ActionScript 3 to build games on the client side it means having a totally different skillset. Being able to use ActionScript 3 on the server to build MMO’s or port client code to the server allows developers to leverage their skills on the server.
By walking through a live game example with more then 15,000 concurrent connections running on a medium Amazon EC2 server the presentation will:
1. Introduce Linux server configuration for high concurrent connected usage.
2. Introduce Socket class based on libev library for high concurrent connection.
3. Introduce leveraging Tamarin project for ActionScript 3 on the server.
This document discusses digital entertainment options for the home, including smart TVs, tablets, and smartphones. It describes how these devices can work together seamlessly through a home network to share digital content. Examples are provided of applications that have been developed to allow interactive experiences across multiple devices using technologies like RTMFP for discovery. Input methods like multitouch, gestures, and accelerometers are discussed. Challenges of developing for different device screen sizes and resolutions are also covered.
Building RIA's from the Prespective of the Finger TipRenaun Erickson
The document discusses building rich internet applications (RIAs) from the perspective of finger tip size on mobile devices. It notes that pixels per inch (PPI) is a better metric than dots per inch (DPI) for mobile screens. A finger tip is used as a baseline unit of measurement, estimated to be around 8x5 finger tips on a Nexus One screen. The document recommends using a baseline PPI of 254 for the Nexus One and scaling layouts relative to different PPIs. It provides suggestions for layout helpers, font sizes, images and constraints to account for varying PPIs across devices.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
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.
8. CPU / GPU iPhone 3GS (down clocked from 833 Mhz) Droid iPad / iPhone 4G Droid 2 / Droid X N1 / Evo / Desire Galaxy S Line & Tab Qualcomm QSD8672 - ARMv7 T.I. OMAP 4440 - ARM Cortex-A9 Power MBX / Power SGX 530,535,540 / Adreno 200, 2203 Depends on Memory Channel Speed and GPU Clock Speed *m t/s = millions of triangles per second http://alienbabeltech.com/main/?p=19309
David – keep high level, don’t read word for word, clear up the title meaning
David
Renaun
Renaun, Kailand Demo “do slow to faster”, spin it as the reason why performance is important, and the important testing across devices Do demo on more android devices,
Renaun Border the images and
David
David
Renaun
Renaun
Renaun, pay attention to slowing down, add take away
Renaun talk to Kailand , what is the display list/explain up front – add take away
Renaun point out this is for all objects
David
David
David, explain what the matrix transforms are
David
David, add actually code in the visual part
David
David Take away – here about caching leafs not parents
David, change to do global matrix instance or reuse instance,
David, new Matrix() change
David
Renaun , talk to Kailand here!, I put timing stats into my loading phase to find out where the bottleneck was in creating objects
Renaun , talk to Kailand here! 8000x8000 pixels, look table for hit detection,
Set up the context about what pooling is Talk through all what I am doing in the product, just leave both memory and performance checked on Make sure to say milliseconds