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.
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
The document discusses rendering techniques for high quality characters in an unannounced game project called A1. It covers skin rendering using subsurface scattering with multiple scattering approximations. It also covers hair rendering using ordered independent transparency with a linked list approach integrated into UE4, as well as a physically based shading model for hair. Future work discussed includes improvements to subsurface scattering, lighting, and shadowing for transparent and translucent materials.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.
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.
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.
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...repii
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
This document describes a rendering technique called Forward+ that brings the benefits of both forward and deferred rendering. Forward+ uses a depth prepass and light culling pass to limit the number of lights evaluated per pixel in the shading pass. This results in better performance than deferred rendering while allowing the use of many lights and complex materials like deferred. The technique is demonstrated to render over 3000 dynamic lights in real-time on a Radeon HD 7970 GPU.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Star Ocean 4 - Flexible Shader Managment and Post-processingumsl snfrzb
The document discusses the flexible shader system used in Star Ocean 4. It describes how artists can create shaders in Maya without needing a programmer. Shaders are generated at runtime from the shader nodes created by artists. This allows for flexibility but resulted in large shader cache files during development due to the high number of possible shader variations. Solutions such as limiting shader adaptors and non-generated shaders helped reduce the file size.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...repii
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
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.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
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.
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
이 발표는 [야생의 땅: 듀랑고]의 지형 배포 시스템과 생태계 시뮬레이션 자동화 시스템에 대한 이야기를 다룹니다. 듀랑고의 각 섬은 크기와 지형, 기후 조건이 다양하고 섬의 개수가 많아서 수동으로 관리하는 것은 사실상 불가능합니다. 몇번의 사내 테스트와 베타 테스트를 거치면서 이러한 문제를 해결해주는 자동화된 도구의 필요성이 절실해졌고, 작년에 NDC에서 발표했던 생태계 시뮬레이터와 Docker, 그리고 아마존 웹서비스(AWS)를 이용하여 수많은 섬들을 자동으로 생성하고 관리하는 자동화 시스템을 구축하게 되었습니다. 그 과정에서 했던 고민들, 기존의 애플리케이션을 "Dockerizing" 했던 경험, AWS의 각 서비스들을 적절히 활용했던 이야기, AWS의 각 지역별 요금이 상이하다는 점을 이용해서 비용을 절감한 사례, 그리고 자동화 시스템의 문제점과 앞으로의 방향에 대해서 이야기 할 계획입니다.
This document discusses behavior trees, which are commonly used to direct behaviors for AI in games. It provides an overview of behavior tree theory, including the basic components of behavior trees like composites, services, decorators, tasks, and the blackboard. It then discusses behavior trees in Unreal Engine 4 specifically. The document also provides an example of how behavior trees could be used for an airplane dogfighting AI and includes references for further information.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
This document describes a rendering technique called Forward+ that brings the benefits of both forward and deferred rendering. Forward+ uses a depth prepass and light culling pass to limit the number of lights evaluated per pixel in the shading pass. This results in better performance than deferred rendering while allowing the use of many lights and complex materials like deferred. The technique is demonstrated to render over 3000 dynamic lights in real-time on a Radeon HD 7970 GPU.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Star Ocean 4 - Flexible Shader Managment and Post-processingumsl snfrzb
The document discusses the flexible shader system used in Star Ocean 4. It describes how artists can create shaders in Maya without needing a programmer. Shaders are generated at runtime from the shader nodes created by artists. This allows for flexibility but resulted in large shader cache files during development due to the high number of possible shader variations. Solutions such as limiting shader adaptors and non-generated shaders helped reduce the file size.
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...repii
The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
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.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
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.
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
이 발표는 [야생의 땅: 듀랑고]의 지형 배포 시스템과 생태계 시뮬레이션 자동화 시스템에 대한 이야기를 다룹니다. 듀랑고의 각 섬은 크기와 지형, 기후 조건이 다양하고 섬의 개수가 많아서 수동으로 관리하는 것은 사실상 불가능합니다. 몇번의 사내 테스트와 베타 테스트를 거치면서 이러한 문제를 해결해주는 자동화된 도구의 필요성이 절실해졌고, 작년에 NDC에서 발표했던 생태계 시뮬레이터와 Docker, 그리고 아마존 웹서비스(AWS)를 이용하여 수많은 섬들을 자동으로 생성하고 관리하는 자동화 시스템을 구축하게 되었습니다. 그 과정에서 했던 고민들, 기존의 애플리케이션을 "Dockerizing" 했던 경험, AWS의 각 서비스들을 적절히 활용했던 이야기, AWS의 각 지역별 요금이 상이하다는 점을 이용해서 비용을 절감한 사례, 그리고 자동화 시스템의 문제점과 앞으로의 방향에 대해서 이야기 할 계획입니다.
This document discusses behavior trees, which are commonly used to direct behaviors for AI in games. It provides an overview of behavior tree theory, including the basic components of behavior trees like composites, services, decorators, tasks, and the blackboard. It then discusses behavior trees in Unreal Engine 4 specifically. The document also provides an example of how behavior trees could be used for an airplane dogfighting AI and includes references for further information.
오픈소스 개발을 시작하기로 결정했더라도, 처음 개발하는 경우에는 막상 무엇을 개발할지, 그리고 어떻게 개발해야 할 지 막막하기만 합니다. 이 때는 기존에 공개되어 있는 오픈소스 프로젝트를 활용해 개선해나가는 프로젝트부터 시작하면 많은 도움이 됩니다. 이번 강연에서는 기존 오픈소스 프로젝트를 처음부터 새로 만들어가면서 개선해나갔던 경험을 이야기하고 어떻게 하면 오픈소스 개발에 쉽게 접근할 수 있는지를 알려줍니다.
Developing Success in Mobile with Unreal Engine 4 | David StelzerJessica Tams
This document discusses the advantages of using the Unreal Engine 4 (UE4) for game development compared to other game engines like Unity. It notes that UE4 is a complete toolset that supports multi-platform development including PC, console, web, VR/AR and mobile. It has visual scripting using Blueprints that allows artists and designers to code without programming. UE4 also has C++ integration and provides full source code access for free along with flexible licensing options.
발표 당일에 발표를 결심하는 바람에 아침부터 코엑스로 가는 버스 안에서, 점심 시간과 쉬는 쉬간에 틈틈이 작업하느라 리허설을 한 번밖에 해보지 못해서 발표할 때 거의 슬라이드 노트를 읽다시피 했던 점 넓은 마음으로 양해 부탁드립니다. 마지막 한 문장을 남겨두고 징이 울려서 매우 아쉽네요. 좋은 행사를 만드는데 기여하신 모든 스텝, 발표자 그리고 참가자 분들께 진심으로 감사드립니다. 내년에 또 뵐 수 있었으면 좋겠습니다.
NDC 16에서 발표한 '스매싱더배틀 1년간의 개발일지'라는
제목의 포스트 모템입니다.
PT의 내용은 실제 발표 자료에 조금 더 설명을 붙였으며
PT의 내용에 대한 질문은 아래의 주소를 통해서
문의 부탁드립니다.
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3월 중순부터 한달이라는 기간동안 선거운동을 경험하면서 느낀점과 의견들을 정리해 봤습니다. 비전문가의 의견이라 부족한 점이 많고, 선거캠프의 공식적인 입장이나 견해와도 다른 개인의 생각일 뿐입니다.
IT업계가 단기간에 성장을 할 수 있었던 이유는 지식의 공유 문화가 활발했었기 때문이라고 생각합니다. 성공하든 실패하든 자신의 경험을 다른 사람들과 공유하고, 그것을 통해 배움으로써 업계 전체가 빠르게 발전할 수 있었습니다.
정치계에서는 이런 식으로 무언가를 공유하는 문화가 낯설고 걱정도 되시겠지만, 개인적으로는 우리나라 정치권에서도 사소한 지식이라도 문서로 정리되고 공유하는 문화가 만들어 지면 좋겠다고 생각합니다. 그런 문화 속에서 자연스럽게 정치권에 종사하시는 분들이 서로 배우고 성장해, 우리나라의 정치를 더 발전시켜 주실테니까요. 고 노무현 대통령이 대통령 기록실을 만드신 취지도 그런 게 아니었을까 감히 추측해봅니다.
벌써 선거가 끝난 지 한달이 지났고, 저는 다시 일상으로 돌아왔습니다. 그 전과 달라진 게 있다면 정치뉴스란을 좀 더 흥미롭게 읽을 수가 있게 되었다는 정도? 많이 부족한 글이지만 그냥 이런 의견도 있구나 정도로 가볍게 읽어봐 주세요. 감사합니다.
Difference between Discriminative Learning and Generative Learning
Cosine distance as a Basic metric of Deep Learning
Multi-layer Perceptron as a common part of Deep Learning Variants
Analogy between Similarity in Deep Learning and Wave Coherence
Deep Neural Net. as a Wave Extractor
Luigi is a workflow management system that allows users to build complex data pipelines. It provides tools to define dependencies between tasks, run workflows on Hadoop, and visualize data flows. The speaker describes how they developed Luigi at Spotify to manage thousands of Hadoop jobs run daily for music recommendations and other applications. Key features of Luigi include defining Python tasks, easy command line execution, automatic dependency resolution, and failure recovery through atomic file operations. The speaker demonstrates how Luigi can run multi-step workflows on the command line, including a music recommendation example involving feature extraction, model training, and evaluation.
Approximate nearest neighbor methods and vector models – NYC ML meetupErik Bernhardsson
Nearest neighbors refers to something that is conceptually very simple. For a set of points in some space (possibly many dimensions), we want to find the closest k neighbors quickly.
This presentation covers a library called Annoy built my me that that helps you do (approximate) nearest neighbor queries in high dimensional spaces. We're going through vector models, how to measure similarity, and why nearest neighbor queries are useful.
2D 컴퓨터비젼에 대한 설명. 영상으로부터 정보를 추출해내는 공학/과학 분과인 컴퓨터비젼의 기술에 대한 쉬운 설명. 파이썬(Python)의 컴퓨터비젼/영상처리 라이브러리인 scikit-image를 주로 활용하였으며 코드를 함께 담음.
R컨퍼런스 발표본 (2014.5.30) 임.
Unite2014: Mastering Physically Based Shading in Unity 5Renaldas Zioma
Light introduction to Physically Based Shading. Presentation discusses theory behind light interaction with different materials, new Standard shader in Unity5 and how to prepare data for your Physically Based workflow.
Shaders - Claudia Doppioslash - Unity With the BestBeMyApp
Shader programming is one of the things that most influences how good your game will look, yet it's perceived as a black art, hidden away and feared.
In this talk, Claudia described:
1. How shader programming works
2. How Unity lets you take almost full control of the shader subsystem
3. What you can achieve with that control
4. How to implement a custom Physically Based Lighting system and the logic behind every choice
The document summarizes an FX system developed by Bizarre Creations to handle shaders in a data-driven way. The system uses .fx files to define shaders and allows for automatic Maya previews. It exports vertex data and builds shader permutations. In-game, techniques are changed dynamically and parameters can be overridden. Several shaders are described, including a default shader, skin shader using colored wrapped diffuse lighting, an MPEG corruption effect, a refraction mapping shader, a shallow water shader based on an absorption model, and an aquarium shader adding inscattering and light shafts.
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
This document discusses lighting and shading techniques in computer graphics. It begins by distinguishing between lighting, which refers to light-matter interaction, and shading, which determines pixel colors. Three common lighting models are described: Lambert, Phong, and Torrance-Sparrow. For shading, it covers flat, Gouraud, and Phong shading. Gouraud shading improves on flat shading but can cause visual artifacts that Phong shading helps address by interpolating normals rather than colors at each pixel.
Practical Spherical Harmonics Based PRT MethodsNaughty Dog
The document summarizes methods for compressing precomputed radiance transfer (PRT) coefficients using spherical harmonics. It presents 4 methods with progressively higher compression ratios: Method 1 uses 9 bytes by removing a factor and scaling, Method 2 uses 6 bytes with a bit field allocation, Method 3 uses 6 bytes with a Lloyd-Max non-uniform quantizer, and Method 4 achieves 4 bytes with a different bit allocation. The methods are evaluated based on storage size, reconstruction quality, and rendering performance.
This presentation briefly illustrates visual and tactile texture in fashion design. Also, it introduces the general woven fabric structure and textile fibers.
Fabric.js is a JavaScript canvas library that simplifies canvas rendering and provides an interactive object model for canvas elements. It allows creating and manipulating canvas elements and objects in a more simplified way compared to using the native canvas API. The library provides features like animation, events, SVG parsing, text rendering, and supports multiple browsers. Future plans include reducing the library size, improving documentation, and adding touch support.
GFX Part 6 - Introduction to Vertex and Fragment Shaders in OpenGL ESPrabindh Sundareson
This document discusses shaders in OpenGL ES, including:
1. Vertices define 3D geometry and are operated on by vertex shaders. Fragments are pixels produced by rasterizing primitives.
2. Shader characteristics include uniforms, attributes, varyings, and gl_Position. Programs contain related vertex and fragment shaders.
3. Vertex shaders operate on vertices and attributes. Fragment shaders operate on rasterized fragments and interpolated varyings to produce gl_FragColor.
4. A program combines a vertex and fragment shader. Functions, constructs, and invariance are discussed for shader programming. Special effects techniques like fog, particles, and shadows are also covered.
IRJET- Real Time Vision System for Thread Counting in Woven FabricIRJET Journal
This document presents a real-time vision system for automatically counting threads in woven fabrics. It begins with an introduction to woven fabrics and the traditional manual method of counting threads, which is time-consuming and prone to errors. It then describes a proposed automated system using image processing techniques like blob detection and feature matching to track fabric motion and recognize warp and weft counts in real-time with high accuracy. The system is tested on denim fabric and is able to accurately count the number of warp and weft threads in the sample image. The automated approach provides an improvement over manual counting by reducing labor costs and eliminating human errors.
Far Cry uses many DirectX 9 features like shader models 2.x/3.0, geometry instancing, and floating-point render targets. To consolidate multiple lights into one pass, the developers wanted to use dynamic flow control in shaders but this was not possible in DX9. Instead, they used loop unrolling and precompiled shaders for different light combinations to avoid dynamic branching penalties. Geometry instancing was used to reduce vegetation rendering costs by submitting multiple instances in one draw call.
This document provides information about the course "AFT 227-3 D Texturing" including:
1. The course covers fundamental concepts of 3D texturing in Maya including techniques for creating shaders, textures, UV mapping, and building shading networks.
2. Students will learn how to execute texturing processes, work with Maya materials and texture mapping, and apply techniques to character and environment creation.
3. The course content includes topics like shading and texturing surfaces, Maya texturing tools, displacement mapping, and a case study in character/environment/prop texturing.
Practical spherical harmonics based PRT methods.ppsxMannyK4
This document discusses practical spherical harmonics based precomputed radiance transfer (PRT) methods. It outlines background on ambient occlusion and HL2 basis, goals of diffuse self-shadowing and generalizing to interreflections. It describes using spherical harmonics to project visibility functions and environment maps to generate PRT coefficients, and reconstructing lighting in vertex shaders. It also discusses compressing PRT data from 36 bytes to 4-9 bytes per sample using quantization, and demonstrates the methods in game scenes at 30+ fps.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
Green Custard Friday Talk 17: Ray TracingGreen Custard
In Green Custard's 17th Friday talk, Jonathan explores the subject of Ray Tracing.
Topics covered:
- What is ray tracing?
- How do we ray trace?
- Backwards ray tracing
- Shadow rays
- Object intersections
- Reflected rays
- Transmitted rays
- Local colour
- Ambient and diffuse
- Specular reflection
- Local colour formula
- Materials and textures
- Distributed ray tracing
- Global illumination
Green Custard is a custom software development consultancy. To discover more about their work and the team visit www.green-custard.com.
Rendering in Unity uses Materials, Shaders and Textures. All three have a close relationship.
Small scripts that contain the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration.
Delivering More with Less: AI Driven Resource Management with OnePlan OnePlan Solutions
Delivering more with less is an age-old problem. Smaller budgets, leaner teams, and greater uncertainty make the path to success unclear. Combat these issues with confidence by leveraging the best practices that help PMOs balance workloads, predict bottlenecks, and ensure resources are deployed effectively, using OnePlan’s AI forecasting capabilities, especially when organizations must deliver more with fewer people.
How a Staff Augmentation Company IN USA Powers Flutter App Breakthroughs.pdfmary rojas
With local teams and talent aligned with U.S. business hours, a staff augmentation company in the USA enables real-time communication, faster decision-making, and better project coordination. This ensures smoother workflows compared to offshore-only models, especially for companies requiring tight collaboration.
Rebuilding Cadabra Studio: AI as Our Core FoundationCadabra Studio
Cadabra Studio set out to reconstruct its core processes, driven entirely by AI, across all functions of its software development lifecycle. This journey resulted in remarkable efficiency improvements of 40–80% and reshaped the way teams collaborate. This presentation shares our challenges and lessons learned in becoming an AI-native firm, including overcoming internal resistance and achieving significant project delivery gains. Discover our strategic approach and transformative recommendations to integrate AI not just as a feature, but as a fundamental element of your operational structure. What changes will AI bring to your company?
AI-ASSISTED METAMORPHIC TESTING FOR DOMAIN-SPECIFIC MODELLING AND SIMULATIONmiso_uam
AI-ASSISTED METAMORPHIC TESTING FOR DOMAIN-SPECIFIC MODELLING AND SIMULATION (plenary talk at ANNSIM'2025)
Testing is essential to improve the correctness of software systems. Metamorphic testing (MT) is an approach especially suited when the system under test lacks oracles, or they are expensive to compute. However, building an MT environment for a particular domain (e.g., cloud simulation, automated driving simulation, production system simulation, etc) requires substantial effort.
To alleviate this problem, we propose a model-driven engineering approach to automate the construction of MT environments, which is especially useful to test domain-specific modelling and simulation systems. Starting from a meta-model capturing the domain concepts, and a description of the domain execution environment, our approach produces an MT environment featuring comprehensive support for the MT process. This includes the definition of domain-specific metamorphic relations, their evaluation, detailed reporting of the testing results, and the automated search-based generation of follow-up test cases.
In this talk, I presented the approach, along with ongoing work and perspectives for integrating intelligence assistance based on large language models in the MT process. The work is a joint collaboration with Pablo Gómez-Abajo, Pablo C. Cañizares and Esther Guerra from the miso research group and Alberto Núñez from UCM.
Build enterprise-ready applications using skills you already have!PhilMeredith3
Process Tempo is a rapid application development (RAD) environment that empowers data teams to create enterprise-ready applications using skills they already have.
With Process Tempo, data teams can craft beautiful, pixel-perfect applications the business will love.
Process Tempo combines features found in business intelligence tools, graphic design tools and workflow solutions - all in a single platform.
Process Tempo works with all major databases such as Databricks, Snowflake, Postgres and MySQL. It also works with leading graph database technologies such as Neo4j, Puppy Graph and Memgraph.
It is the perfect platform to accelerate the delivery of data-driven solutions.
For more information, you can find us at www.processtempo.com
Boost Student Engagement with Smart Attendance Software for SchoolsVisitu
Boosting student engagement is crucial for educational success, and smart attendance software is a powerful tool in achieving that goal. Read the doc to know more.
Micro-Metrics Every Performance Engineer Should Validate Before Sign-OffTier1 app
When it comes to performance testing, most engineers instinctively gravitate toward the big-picture indicators—response time, memory usage, throughput. But what about the smaller, more subtle indicators that quietly shape your application’s performance and stability? we explored the hidden layer of performance diagnostics that too often gets overlooked: micro-metrics. These small but mighty data points can reveal early signs of trouble long before they manifest as outages or degradation in production.
From garbage collection behavior and object creation rates to thread state transitions and blocked thread patterns, we unpacked the critical micro-metrics every performance engineer should assess before giving the green light to any release.
This session went beyond the basics, offering hands-on demonstrations and JVM-level diagnostics that help identify performance blind spots traditional tests tend to miss. We showed how early detection of these subtle anomalies can drastically reduce post-deployment issues and production firefighting.
Whether you're a performance testing veteran or new to JVM tuning, this session helped shift your validation strategies left—empowering you to detect and resolve risks earlier in the lifecycle.
The rise of e-commerce has redefined how retailers operate—and reconciliation...Prachi Desai
As payment flows grow more fragmented, the complexity of reconciliation and revenue recognition increases. The result? Mounting operational costs, silent revenue leakages, and avoidable financial risk.
Spot the inefficiencies. Automate what’s slowing you down.
https://www.taxilla.com/ecommerce-reconciliation
Alt-lenders are scaling fast, but manual loan reconciliation is cracking under pressure. See how automation solves revenue leakage and compliance chaos.
https://www.taxilla.com/loan-repayment-reconciliation
How John started to like TDD (instead of hating it) (ViennaJUG, June'25)Nacho Cougil
Let me share a story about how John (a developer like any other) started to understand (and enjoy) writing Tests before the Production code.
We've all felt an inevitable "tedium" when writing tests, haven't we? If it's boring, if it's complicated or unnecessary? Isn't it? John thought so too, and, as much as he had heard about writing tests before production code, he had never managed to put it into practice, and even when he had tried, John had become even more frustrated at not understanding how to put it into practice outside of a few examples katas 🤷♂️
Listen to this story in which I will explain how John went from not understanding Test Driven Development (TDD) to being passionate about it... so much that now he doesn't want to work any other way 😅 ! He must have found some benefits in practising it, right? He says he has more advantages than working in any other way (e.g., you'll find defects earlier, you'll have a faster feedback loop or your code will be easier to refactor), but I'd better explain it to you in the session, right?
PS: Think of John as a random person, as if he was even the speaker of this talk 😉 !
---
Presentation shared at ViennaJUG, June'25
Feedback form:
https://bit.ly/john-like-tdd-feedback
Content Mate Web App Triples Content Managers‘ ProductivityAlex Vladimirovich
Content Mate is a web application that consolidates dozens of fragmented operations into a single interface. The input is a list of product SKUs, and the output is an archive containing processed images, PDF documents, and spreadsheets with product names, descriptions, attributes, and key features—ready for bulk upload.
Autoposting.ai Sales Deck - Skyrocket your LinkedIn's ROIUdit Goenka
1billion people scroll, only 1 % post…
That’s your opening to hijack LinkedIn—and Autoposting.ai is the unfair weapon Slideshare readers are hunting for…
LinkedIn drives 80 % of social B2B leads, converts 2× better than every other network, yet 87 % of pros still choke on the content hamster-wheel…
They burn 25 h a month writing beige posts, miss hot trends, then watch rivals scoop the deals…
Enter Autoposting.ai, the first agentic-AI engine built only for LinkedIn domination…
It spies on fresh feed data, cracks trending angles before they peak, and spins voice-perfect thought-leadership that sounds like you—not a robot…
Slides in play:
• 78 % average engagement lift in 90 days…
• 3.2× qualified-lead surge over manual posting…
• 42 % marketing time clawed back, week after week…
Real users report 5-8× ROI inside the first quarter, some crossing $1 M ARR six months faster…
Why does it hit harder than Taplio, Supergrow, generic AI writers?
• Taplio locks key features behind $149+ tiers… Autoposting gives you everything at $29…
• Supergrow churns at 20 % because “everyone” is no-one… Autoposting laser-targets • • LinkedIn’s gold-vein ICPs and keeps them glued…
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Need social proof?
G2 reviews scream “game-changer”… Agencies slash content production 80 % and triple client capacity… CXOs snag PR invites and investor DMs after a single week of daily posts… Employee advocates hit 8× reach versus company pages and pump 25 % more SQLs into the funnel…
Feature bullets for the skim-reader:
• Agentic Research Engine—tracks 27+ data points, finds gaps your rivals ignore…
• Real Voice Match—your tone, slang, micro-jokes, intact…
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The window is open… How loud do you want your LinkedIn megaphone?
Marketing And Sales Software Services.pptxjulia smits
Marketing and Sales Software Services refer to digital solutions designed to streamline, automate, and enhance a company’s marketing campaigns and sales processes. These services include tools for customer relationship management (CRM), email marketing, lead generation, sales analytics, campaign tracking, and more—helping businesses attract, engage, and convert prospects more efficiently.
2. ■ Two types of Fabric
⚬ Non-Metal: Cotton, denim, flax and common fabrics
⚬ Metal: Silk, satin, velvet, nylon and polyester
■ The Order approach
■ Limitations of Unreal Engine shader
■ My approach
⚬ Oren-nayar diffuse shading
⚬ Specular Term
⚬ Fiber Scatter Term
■ Result
Overview
2
3. Two types of Fabric: Non-Metal
■ Cotton, Denim, Flax and Common fabrics
⚬ Tiny furs on each fibers
⬝ Roughness value of those fabrics is always 1.0 unless they
wet
⬝ Reflect lights to random directions
⬝ It induces not only front scattering but also back scattering
Fuzz on rim part
⚬ Specular lobe is widely spread on view direction surface
⬝ Specular color is white but it is looked like desaturated color
of base one because of front scattering
3
4. Two types of Fabric: Metal (1)
■ Silk, Satin, Velvet, Nylon and Polyester
⚬ Silk has round triangular cross section and smooth surface
⬝ It induces simiral reflection with metal
⬝ Smooth surface: Reflects lights as perfect as metal surface
⬝ Triangular cross section: Reflects specific light wave
⚬ Silk can have Roughness value around 0.3 - 0.7
⬝ Thickness of each fibers is 5 - 10 μm
⬝ Thin to make smooth surface as metal
4
5. Two types of Fabric: Metal (2)
■ Special properties of Silk and Satin
⚬ They have much less fuzz on rim part then
cotton or common fabrics
⬝ Their intensive structure makes similar
specluar with metal’s one
⚬ They can have various specular colors
⬝ If they are woven by different colors
strings
⬝ Specular color can be changed by view
direction
⚬ They have anistropic specular shape
5
6. Two types of Fabric: Metal (3)
■ Special properties of Velvet
⚬ Tiny fibers are attached on the surface
⬝ Its Roughness value has to be 1.0
⬝ If the light is behind, those fibers give foward scattering
and it gives rim light effect on edge part
⚬ Diffuse shading is simiral with metal’s diffusion
⬝ Its surface color is darker than original color of fibers
6
7. The Order approach1
■ Custom microfiber model
⚬ Ashikhmin’s Distribution based BRDF for fresnel term
⚬ Inverse Gausian for specular term
⚬ No geometry term to improve rim light effect
⚬ Smoother specular than GGX
■ Future works
⚬ Ambient specular
⚬ Modify fresnel term to match with direct light
7
8. Goal of my approach
■ Shading model for every types of fabrics
⚬ From cotton to velvet
⚬ Easy to use for artists
■ Technical perspective
⚬ Oren-nayar diffusion
⚬ Specular term for fabrics
⚬ 2 colors specular
⚬ Fresnel term which is toward to light direction
8
9. Limitations of Unreal Engine shader
■ Hard to implement custom shading model
⚬ Diffuse shading: Lambert
⚬ No way to change specular model
■ Base Color slot can be only available slot to input custom shading code, but
⚬ The value is clamped as 0.0 - 1.0
⚬ Range of value is too narrow to use specular light
Fortunately, fabrics do not need strong specular, so its specular can be
implemented to Base Color
9
10. My approach - Diffuse term (1)
■ Oren-nayar diffuse shading
⚬ Based on Pope Kim’s approximation
⚬ It is not matched with real Oren-nayar shading, but its quality is great, cheap and easy to
implement
■ Removing (n∙l) from the original code
10
1
11. My approach - Diffuse term (2)
■ Replace (n∙l) to 1.0
■ Output value multiplys Base Color
■ If surface is smooth(Roughness = 0.0), than uses Unreal default diffuse
shading
11
12. My approach - Specular (1)
(Fresnel Term × Specular) + Fiber Scatter
■ Fresnel Term
⚬ Fuzz on rim part
■ Specular Term
⚬ Customized inverse gausian specular
⚬ For describing back scattering
⚬ Secondary specular lobe
■ Fiber Scatter Term
⚬ For describing front scattering
⚬ Primary specular lobe
12
13. My approach - Specular (2)
■ Fresnel term
⚬ Based on Schlick Fresnel approximation1
⬝
⚬ Modified 5th power of 1 - cosθd
to 4th power for increasing rim lighting effect
13
14. My approach - Specular (3)
■ Specular Term
⚬ Based on The Order’s approach
⬝ iverse gausian specular
⚬ Not related with Roughness value, but much simpler equation
⬝ Result is simiral with The Order’s approach when Roughness value is 1.0
⬝ I premise every non-metal fabrics’s roughness value is 1.0
If fabric surface has lower roughness than 1.0, using Unreal default specular term
Primary specular is implemented in Fiber scatter term
⚬ Masking fresnel term and it induces light direction toward rim lighting
14
15. My approach - Specular (3)
■ Roughness value
⚬ GGX: 0.65
⚬ The Order: 1.0
⚬ My approach: 1.0
15
16. My approach - Fiber Scatter Term (1)
■ Fiber Scatter Term
⚬ Wrap lighting for front scattering
⬝ Week transmission effect for the eye facing surface
⬝ Can be used as a secondary specular color for metal fabrics such as Silk or stain
⚬ Linear interpolation between two types of fresnel
⬝ First one is wider
⬝ Second one is narrwer
⬝ Blend them by fabric scatter amount value
Can describe from fuzzy cotton to smooth denim
⬝ Fabric scattering color is multiplied to this value
16
17. My approach - Fiber Scatter Term (2)
■ Wrap lighting
17
18. My approach - Fiber Scatter Term (3)
■ Linear interpolation between two types of fresnel
18
20. Result - Fabric scatter amount compare
■ Define which part will use fabric scatter color
⚬ If the value is 0, than rim part will use fabric scatter color
⚬ If the value is getting increased, area of fabric scatter color is getting wider
⚬ If the value is 1.0, most of surface is fabric scatter color and rim part is base color
20
22. Result - Fabric examples (2)
■ Hint to make good look fabric material with my approach
⚬ Set Metalic value for ratio of silk fibers in the fabric
⚬ Only Metal fabrics can have lower Roughness value than 1.0
⚬ Do not use Normal map to describe patterns on silk surface
⬝ Using different values of Roughness for pattern and non-pattern part
22
Satin
25. Bibliography
■ Page 7
⚬ citation 1: Neubelt, David, Matt Pettineo, and Ready At Dawn Studios. "Crafting a Next-Gen
Material Pipeline for The Order: 1886." part of “Physically Based Shading in Theory and
Practice,” SIGGRAPH (2013).
■ Page 10
⚬ citation 1: http://www.slideshare.net/blindrenderer/rendering-tech-of-space-marinekgc-2011
■ Page 13
⚬ citation 1: Schlick, Christophe. “An inexpensive BRDF Model for Physically-based Rendering.”
Computer graphics forum 1 Aug. 1994: 233-246
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