Learn about the state of Shader Graph. At Unite Copenhagen, presentation outlined the new features and recommended workflows that enable you to easily author shaders by building them visually and see the results in real-time.
Speaker: Ciro Continisio - Unity
Watch the session on YouTube: https://youtu.be/L6mU2rkT5To
Getting started with High-Definition Render Pipeline for games- Unite Copenha...Unity Technologies
Learn to assess when to use the High-Definition Render Pipeline (HDRP) and how to start using it for production.
Speaker:
Jennifer S. Roig-Deslandes - Unity
Watch the session on Youtube: https://youtu.be/-GzGpDGfeTA
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
Almost everything you see on the screen is created by Shader. The only reason that you don't have to deal with shaders when beginning with game development is: the game engine or the graphic library handle it automatically for you to render objects in a default way. Sooner or later, you would want to control the shader yourself. And this series (Unity Shader Graph) is made for that purpose: Help you understand the shader.
In this presentation, we're gonna figure out what a shader is and do some experiments with a completed shader called [URP/Lit].
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Getting started with High-Definition Render Pipeline for games- Unite Copenha...Unity Technologies
Learn to assess when to use the High-Definition Render Pipeline (HDRP) and how to start using it for production.
Speaker:
Jennifer S. Roig-Deslandes - Unity
Watch the session on Youtube: https://youtu.be/-GzGpDGfeTA
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
Almost everything you see on the screen is created by Shader. The only reason that you don't have to deal with shaders when beginning with game development is: the game engine or the graphic library handle it automatically for you to render objects in a default way. Sooner or later, you would want to control the shader yourself. And this series (Unity Shader Graph) is made for that purpose: Help you understand the shader.
In this presentation, we're gonna figure out what a shader is and do some experiments with a completed shader called [URP/Lit].
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Shader programming is typically an esoteric technological area for those that have started off programming game clients using Unity. Since Unity abstracts out the graphics pipeline into an easy to use visual editor, we rarely delve into the inner workings of the programmable GPU
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.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
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.
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.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
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.
Learn how to do stylized shading with Shader Graph – Unite Copenhagen 2019Unity Technologies
In this session at Unite Copenhagen, attendees learned how to write a custom lighting shader for a stylized look that can easily be shared across multiple assets. There was also a demo of the workflow for creating and maintaining custom HLSL inside the Unity Shader Graph, and an exploration of new Shader Graph features such as keywords.
Speaker: Ciro Continisio – Unity
Watch the session on YouTube: https://youtu.be/DOLE4nrK97g
[IGC 2017] 에픽게임즈 최용훈 - 밤낮으로 부수고 짓고 액션 빌딩 게임 만들기 - 포트나이트강 민우
에픽게임즈에서 제작한 포트나이트(Fortnite)는 액션 빌딩 게임으로, 낮과 밤의 환경이 존재하며 낮에는 나무, 벽돌, 철 등 오브젝트를 부수고 수집한 자원으로 건물 및 함정을 건설하고 밤에는 습격해 오는 몬스터를 물리치는 것이 특징입니다. 이런 역동적인 환경을 만들기 위해서 언리얼 엔진 4에 추가한 다양한 라이트, 섀도, 캐릭터 애니메이션 기능 그리고 100% 리얼타임 게임 트레일러를 제작하는데 사용된 ‘시퀀서’에 대해서도 살펴봅니다.
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.
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.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Shader programming is typically an esoteric technological area for those that have started off programming game clients using Unity. Since Unity abstracts out the graphics pipeline into an easy to use visual editor, we rarely delve into the inner workings of the programmable GPU
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.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
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.
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.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
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.
Learn how to do stylized shading with Shader Graph – Unite Copenhagen 2019Unity Technologies
In this session at Unite Copenhagen, attendees learned how to write a custom lighting shader for a stylized look that can easily be shared across multiple assets. There was also a demo of the workflow for creating and maintaining custom HLSL inside the Unity Shader Graph, and an exploration of new Shader Graph features such as keywords.
Speaker: Ciro Continisio – Unity
Watch the session on YouTube: https://youtu.be/DOLE4nrK97g
[IGC 2017] 에픽게임즈 최용훈 - 밤낮으로 부수고 짓고 액션 빌딩 게임 만들기 - 포트나이트강 민우
에픽게임즈에서 제작한 포트나이트(Fortnite)는 액션 빌딩 게임으로, 낮과 밤의 환경이 존재하며 낮에는 나무, 벽돌, 철 등 오브젝트를 부수고 수집한 자원으로 건물 및 함정을 건설하고 밤에는 습격해 오는 몬스터를 물리치는 것이 특징입니다. 이런 역동적인 환경을 만들기 위해서 언리얼 엔진 4에 추가한 다양한 라이트, 섀도, 캐릭터 애니메이션 기능 그리고 100% 리얼타임 게임 트레일러를 제작하는데 사용된 ‘시퀀서’에 대해서도 살펴봅니다.
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.
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.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
EclipseCon Fr 2018 - Modeling tools go up to the cloud…melbats
In this talk we will present our plan to move Eclipse Sirius to the web and the cloud. At Obeo, we have been working on modeling tools in general, and on Sirius in particular, for a long time now. Until now, Sirius has relied exclusively on the Eclipse Platform, and consequently the graphical modelers based on it are desktop applications. Today we are ready to work with you to bring graphical modeling tools up to the cloud.
What would be the advantages of a cloud based modeling tool? What changes this require in the architecture of the Sirius’ project? And what you can expect in the next version?
We will demonstrate the different levels of integration we currently have, in particular how we leverage projects like Sprotty, ELK, Theia and Che to move diagrams into the browser.
We will also present the Graphical Server Protocol initiative, which will define a platform-agnostic protocol between a diagram editor in the browser and a graphical server that manages the corresponding models in the cloud.
Come to this talk to discover what could be the future of Eclipse Modeling on the web, discover how you can bring your own tools to the cloud, and participate in this exciting endeavour!
It’s surprisingly straightforward to migrate feature code from the CPU to the DSP – and determine the resulting benefits to the end application. In this session we’ll demonstrate Qualcomm® Hexagon™ SDK installation, code generation, profiling and execution of dynamic code modules on a Qualcomm® Snapdragon™ hardware target, and you’ll learn how to analyze the resulting performance benefits. Qualcomm Snapdragon and Qualcomm Hexagon are products of Qualcomm Technologies, Inc.
Learn more about Hexagon SDK: https://developer.qualcomm.com/hexagon
Watch this presentation on YouTube:
https://www.youtube.com/watch?v=x6mKEWLzJM0
- Vector- and Raster-based Graphics
-- Idea behind Vector- and Raster-based Graphics
-- Crispness
-- Overview of Raster-based Drawing APIs
- Platform independent Graphics and GUIs in the Web Browser
-- Bare HTML Pages
-- Plugins and Problems
-- From rich Content to HTML 5
- Drawing with HTML 5 Canvas
-- Continuous, Event driven and free Drawing
-- Basic Drawing "How does Drawing work with JavaScript?"
-- Interaction with Controls
Unity's R&D roadmap for future features and enhancements in the upcoming 2018.3 release and in the upcoming 2019 cycle. Get up to speed on the latest developments in ECS, the improved prefabs workflows, terrain editor, VFX editor, connected games, and much more.
What's next for unity in automotive, transportation and manufacturing – Unite...Unity Technologies
See Unity's product vision for the automotive, transportation, and manufacturing industries, including overviews of newly announced products.
Speakers:
Oliver Schnabel - Unity
Edward Martin - Unity
Watch the session on YouTube: https://youtu.be/KsvpkYdPl2c
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Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
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Watch the presentation on YouTube: https://www.youtube.com/watch?v=w6sn8bJiZ2g
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Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
VR allows for an entirely new level of immersion, leading to more thrilling and engaging content to be delivered and is growing rapidly. Despite this, VR, especially on mobile, currently contains a number of limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. To achieve the true potential of VR, these limitations must be either solved or mitigated. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In these slides, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker:
Ryan O'Shea - ARM
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
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.
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
What's new in Shader Graph: ready for production – Unite Copenhagen 2019
1.
2. What’s new
in Shader Graph:
Ready for production
Ciro Continisio - Lead Evangelist, EMEA
3. Who am I
3
Ciro Continisio
Lead Evangelist, EMEA
Focus: Games, more advanced uses of Unity
Past:
— Developer of my own games
— Certification tester at EA
@CiroContns
4. Shader Graph
4
Available as part of the SRPs
— Visual shader editor
— Node-based
— Instant feedback
www.unity3d.com/shader-graph
22. Nested Sub Graphs
22
— Sub Graphs can now be nested
indefinitely
— Automatic checks to prevent
recursiveness
— A fundamental capability in big
projects
25. Custom Function Node
25
— Replaces the public C# API
— Supports custom HLSL
– Inside the node
– From an external .hlsl file
— Easier to upgrade a graph
26. Better error handling
26
— Errors are the same message you
would see in a compiled shader
— We also provide some useful tips
27. Sticky Notes and Groups
27
— Adding comments to graphs
– Three text sizes
– Light and Dark theme
— Groups
– Titles to provide context
– Move and delete nodes in bulk
28. Keywords
28
Available since Shader Graph 7.1.1
1. Boolean or Enum
– Local or Global
– Shader Feature, Multi-compile,
or Predefined
2. Material Quality
29. Want to learn more?
Tutorial:
Introduction to Shader Graph
Tutorial:
Shader Graph: Color Node
Project:
Make a Flag Move with
Shader Graph
Subscribe now for a 3-month free trial at
unity.com/learn-premium with code: UNITECPH19
*Learn Premium is included in Unity Plus and Pro licenses. Just sign in with your Unity ID.
30. Want more Shader Graph?
30
Tomorrow, 14:00-14:45, Auditorium 11
Learn how to do stylized shading
with Shader Graph