Dan the Man00:02:25 - Interactive Wind and Vegetation in "God Of War" 01:03:23 - Multi-resolution Ocean Rendering in Crest Ocean System 01:58:20 - Creating the Atmospheric World of Red Dead Redemption 2
Advances in real-time rendering in games, part 2 (ACM SIGGRAPH 2019)Dan the Man2021-08-21 | 00:02:25 - Interactive Wind and Vegetation in "God Of War" 01:03:23 - Multi-resolution Ocean Rendering in Crest Ocean System 01:58:20 - Creating the Atmospheric World of Red Dead Redemption 2
dl.acm.org/doi/10.1145/3305366.3335036How to encode media to AV1 using Av1anDan the Man2024-12-25 | ...FM4 La boum de luxe 12.04.2024 | Camo & Krooked liveDan the Man2024-08-15 | fm4.orf.at/radio/stories/3040445/DAVE S02E01Dan the Man2023-11-10 | https://tvthek.orf.at/profile/DAVE/13892176/DAVE/14200337
Dave (David Scheid) und sein Kameramann Jan (Jan Frankl) stolpern wieder durch eine Woche im chaotischen Leben von Dave. Eine Antihelden-Odyssee: Die Mutter im Gefängnis, der Vater untergetaucht und Dave, der jetzt bei Jan wohnt, hat ein neues Lebensziel. Er möchte ein One-Hit-Wonder werden und Millionen verdienen. Zu Beginn scheint alles ganz einfach und es wirkt fast so, als würde Dave endlich erwachsen werden.Investigating and Dispelling Shader Myths... with Science!Dan the Man2023-09-02 | We've all got those little habits we've picked up in writing our shaders and materials over the years. You heard it from a friend who heard it from a friend that you should always try to multiply instead of divide. You think you remember someone telling you to use a LUT instead of a polynomial. You've always packed your floats into a vector before you do math on them. It's time to put these assumptions and firmly-held beliefs to the test! We'll look into the source and theory behind some common shader dogma, and put them to the test with the power of the Unreal Engine.
gdcvault.com/play/1028185/Investigating-and-Dispelling-Shader-MythsHDR Image Based Lighting: From Acquisition to Render | GDC 2018Dan the Man2023-09-02 | While IBL is quite common, the source of it, radiance maps, are often misused or incorrect. This session will cover the correct definition of "radiance map", its capture process, and the math and physics behind it. The talk will also go over the rendering of the final photo-realistic image.Shading of Spellsouls: Achieving AAA Quality on Mobile | GDC 2018Dan the Man2023-03-31 | As mobile hardware advances, creating AAA console quality visuals is no longer out of reach. Join Srdja Stetic-Kozic of Nordeus as he retells the Nordeus team's challenging journey to reach that level of graphical quality on their new mobile game, 'Spellsouls: Duel of Legends'. In this lecture, he will share how to create and optimize PBR and VFX shaders that can run on a wide range of mobile devices; from 6 year old devices, right up to the latest flagships while being relatively easy on both battery and heating.Low-Level Thinking in High-Level Shading Languages | GDC 2013Dan the Man2023-03-31 | As programmable shading has grown increasingly sophisticated, an industry-wide problem is happening: shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice, and shows examples of why this is the case. The connection between high-level shading constructs and the resulting hardware instructions that are generated will be discussed, as well as what the compiler is able to optimize and what the shader author must express explicitly in the shader. Numerous low-level optimization tricks are covered, which illustrate the benefits of a close-to-the-metal mindset while writing shaders in high-level languages.
This lecture will go through examples to show how high-level shading constructs map to the underlying hardware assembly instructions, as well as intrinsics for accessing special GPU instruction. Modern shader features such as integer math, doubles, branching and compute will be discussed. Numerous low-level optimization tricks will be covered, illustrating the benefits of a close-to-the-metal mindset while writing shaders in high-level languages. The main focus is on GCN, the GPU architecture powering next-gen consoles, as well as recent AMD GPUs for PC, but generic optimizations applicable to any modern GPU will also be discussed.Rendering The Alternate History of The Order: 1886 | SIGGRAPH 2015Dan the Man2022-12-03 | ...OpenVDB in Houdini | SIGGRAPH 2015Dan the Man2022-12-03 | dl.acm.org/doi/10.1145/2776880.2792701Multithreading in Houdini | SIGGRAPH 2015Dan the Man2022-12-03 | Jeff Lait of Side Effects Software Inc. dl.acm.org/doi/10.1145/2776880.2787686Multithreading for Visual Effects | SIGGRAPH 2015Dan the Man2022-12-03 | dl.acm.org/doi/10.1145/2776880.2787686Precomputed Global Illumination in Frostbite | GDC 2018Dan the Man2022-10-08 | This talk describes the static GI technology developed at Frostbite for 'FIFA', 'Madden', 'Battlefront' and future games. The speaker describes three techniques used by Frostbite GI renderer: path tracing, spherical harmonics lightmaps and efficient lightmap packing algorithm.Sofia Moschou, Siddharth Kotwal: Molecular Translation for Efficient R&DDan the Man2022-09-22 | Pharmaceutical companies spend billions of dollars on research and development to bring new drugs to the market. Chemists and Scientists dedicate their time to go through publications to study the latest in the field. Although the recent publications are annotated with machine-readable chemical descriptions (InChI), older publications cannot be scanned for chemical depictions. This makes it time consuming and cost intensive for the pharmaceutical companies. By converting images back to their underlying chemical structure Molecular Translation can help (a) interpret old chemical images, (b) speed up R&D efforts by identifying and excluding previously published molecules from downstream drug discovery cycles and (c) identify novel trends by mining large datasets.
Join this session to learn how Quantiphi developed a custom modular solution for image captioning in the context of Molecular Translation. By implementing pure Tensorflow pipelines for both training and inference steps and making use of advanced optimizations we developed a cost-effective Molecular Translation inference model that is cheaper/faster by 60x to 200x than other state-of-the-art solutions.
nvidia.com/en-us/on-demand/session/other2022-hcls22-07Speeding up Rendering in Blender with Cycles X | GTC 2022Dan the Man2022-09-22 | Learn about the reworked architecture of the Cycles renderer in Blender 3.0 and beyond, which expressed itself as a massive improvement to GPU rendering performance. We'll cover the technical details of those changes, how and why they work, and what further improvements are still on the table. In addition, we'll present work on a USD Hydra Render Delegate for Cycles, covering the basics of Hydra, how a Render Delegate can be implemented and how it can be used to integrate Cycles into the Omniverse ecosystem.
nvidia.com/en-us/on-demand/session/gtcspring22-s41761Path Tracing of Massive Scenes in Blender on Multi-GPU Systems | GTC 2021Dan the Man2022-09-22 | Learn how to minimize the performance loss of path tracing when working with distributed scene data through a methodology built on memory management. Besides conserving high performance, it allows rendering of massive scenes that are larger than the memory capacity of a single GPU in the multi-GPU system. It takes full advantage of the NVLink interconnect that enables up to 16 GPUs to share their memory. The main concept is that those parts of the scene data that have the highest amount of memory accesses are duplicated on all GPUs to reduce negative impacts on performance. Proof of concept will be shown using Blender Cycles path tracer. We show rendering of several large scenes, such as the Moana Island scene with a size of 169 GB.
dl.acm.org/doi/10.1145/3305366.3335035looks kinda niceDan the Man2021-04-13 | its a distorted wavesmoking philosophers improvedDan the Man2020-03-26 | ...smoking philosophers problemDan the Man2020-03-20 | ...i sure hope jimmy is homeDan the Man2020-01-20 | ciz I aint got any other partners in 818 *shoots brad in the shoulder*vaporwave-thingyDan the Man2019-07-04 | install gentooso belowDan the Man2019-07-04 | something I made a while agowavesDan the Man2019-07-04 | something I made at some point but it featured that black line which sucks because render time was something around 7 hours and I deleted the file since then. Would have looked very nice otherwise.a blinking cabinetDan the Man2018-11-23 | twitch.tv/refractstudiosa cylinder and some balls dropping in out of nowhereDan the Man2018-10-11 | i prefer this type of content. auris new album wasn't as good as I expected it to be, but I cant say I am dissapoint. Doesn't beat amd though.forced, unfunny contentDan the Man2018-09-10 | this shittron was pretty dope tbqhDan the Man2018-08-22 | and it has the best soundtrack in existence, fite me.auriDan the Man2018-07-03 | drive is an underrated movie. great soundtrack.lauren.aviDan the Man2018-07-02 | ...linus has a good taste in musicDan the Man2018-06-23 | ...death is inevitableDan the Man2018-06-16 | i wasted a lot of time today, time that i could have spent a lot better.todays is auris birthday. happy birthdayDan the Man2018-06-15 | i dont make a lot of auri content. i liked her past behaviour and song more. just seems like a regular pop star now. pretty sad.bleep bloop 3Dan the Man2018-06-12 | i started to look for people to talk to on a norsk server. one person there wanted to talk to me but it was a turk and i am not compatible with that. acted really nice tough.
jeg begynte å se etter folk å snakke med. jeg var ikke veldig vellykket.great contentDan the Man2018-06-09 | ...1byteguyDan the Man2018-05-28 | i want to talkbleep bloop 2Dan the Man2018-05-27 | not me tough. still have no ideasbleep bloopDan the Man2018-05-25 | i am seriously running out of ideas, helpangelikkaDan the Man2018-05-23 | the moozik is from a ttsh demo: youtube.com/watch?v=YZCgfyYyTHI
one day im gonna build one myself (hopefully)Foreigner - Waiting for a Girl Like You (playing in an empty shopping centre)Dan the Man2018-05-21 | vice city is a really nice game. it reminds me of miami vice. miami vice was a great show. meh but still good soundtrack. but it had really nice colors, i love those. i think i want to live in 80s miami. but they had no computers, thats not nice (at least no ""good"" ones). but juno 6 and 60s were affordable back then, I really want one, but they are about 1k, i can get a deepmind 12 for that, and the roland ju06 is a ripoff. someone buy me a juno please. if i had one, i would worship that thing. seriously. (id be happy with a 106 too, just saying)aggywave but without the aggyDan the Man2018-05-05 | i made the video a few months ago, but couldnt think of a good music. now i have it. i like aha. aha is from norway. i like norway very much. also I wonder what synth magne used in take on me. from the sound i would say a dx7. i dont want to buy one because its probably a pain in the arse to program. also its digital so it can be perfectly recreated on a komputor. ill stick to the arturia vst, it sounds nice. i still dont know how to program it tho, ill stick to the preset patches.The (n)od experience () (p)art 3Dan the Man2018-04-29 | aggy inspired me