Thứ Năm, 30 tháng 8, 2018

Auto news on Youtube Aug 30 2018

All right got a new update today, so let's see what what it's all about

Speed limit mode

Autopilot this is what I really want to know about

We know this already. I

know all this

Okay. Well, let's just see how well it works once we get on the road. Another thing. I wanted to mention real quick

The car I chopped it back off at 80% it completed at 2:16 a.m. It is now 12:10 p.m

and

my

Vampire I'm sorry, my rated range is 193. So I've lost roughly 6 miles to the vampire dream

I'm scared. I

Had a bullet that was too scary for me. No way not with that truck there

Wow

Yeah, that was scary

It was just going into that curve way too fast, it's pretty smooth right here it's not jamming on the brakes

So, let me keep it going

I apologize if my camera work is making you

Sick, but see this guy just cut out in front of me and the car did not just slam on the brakes like it would

Normally do so

Pretty good. I'm gonna go on and take the wheel though because I got people who are getting upset as I'm filming

Alright, thank you very much. Tesla you fixed the issue the real-time traffic. It's working great now it's actually accurate

It's showing things as they are

Yeah looks good once again, let me give you a little preview here

So now I can trust this thing again overall, this has been a really good day with me in the Tesla but uh

Sometimes you come over here and you plug up to the supercharger. It just doesn't want to give you the speed

So you've gotta unplug so what I'm gonna do right now

I didn't even know it was going this slow because I got out of the car right away

Alright, let's see what I get out of this one

Now doesn't want to do anything

Come on

Do me better than an hour and ten

Well anything beats an hour and fifty minutes

And

Just like that. Yeah, that's more like it

For more infomation >> Tesla Model X Software Update 2018.32.2 AutoPilot and Navigation Improved - Duration: 3:11.

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Fully Automated UV Unwrapping for Arbitrary Meshes | SIGGRAPH 2018 | Intel Software - Duration: 2:45.

My name is Eskil Steenberg, and I'm here at SIGGRAPH 2018,

in the Intel booth, showing my fully automated UV Unwrapping

software.

This software can take any model and unwrap it

so that you can put a texture on it.

This saves countless hours for 3D artists

who do this every day.

A normal artist that makes acids for, say, a big Triple A game,

would spend about 10% to 20% of their time just doing

UV mapping.

That's tens of thousands of dollars for just one artist.

Now, imagine you have a studio with hundreds

of artists working on this.

Being able to take all that work and put it

in a piece of software that does it in seconds,

rather than hours and days, is a huge win,

both financially and also letting

the artist do what they really want, which is to create art.

This software uses 16 different steps

that looks at different features of the model

and tries to do the best job of UV mapping.

It works very much like an artist, artists

who are experienced and know how to handle

different types of geometry.

This means you get a really, really good result every time.

It's always perfect.

It never makes a mistake.

But it still thinks like an artist.

All I need to do is load a file.

So I'm taking an [INAUDIBLE] file.

And it computes, and it's done.

And here, you can see the UV mapping.

You can see all the [? seams. ?] This is the soft model.

You can also try a hard shape model.

So here is [? a light ?] pole [? with ?] this,

and here is the unwrap of it.

We can also try another.

Let's do a car model.

Here's a car, and again, fully UV unwrapped.

So as you can see, it's really fast,

and it just does the job really well.

The biggest challenge of this is that all three models

are different.

And you need to handle each model in a special way.

So getting the right algorithm to attack

the right part of the model and doing it just the right way--

that is a huge challenge.

I'm an Intel Innovator, and that means

that I get access to all the cool technology

that Intel is developing.

I get first access, and they also

invite me to go to places like this--

SIGGRAPH-- to show off what I'm working on.

The UV Unwrapper is now being released,

and you can find it on my website, quelsolaar.com.

Just email me, and you can get access to a test version.

[MUSIC PLAYING]

For more infomation >> Fully Automated UV Unwrapping for Arbitrary Meshes | SIGGRAPH 2018 | Intel Software - Duration: 2:45.

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Testing the Limits of Real-Time Graphics | SIGGRAPH 2018 | Intel Software - Duration: 3:43.

Hello.

I'm Martin Kalisz.

Hello.

I'm Cristiano Siqueira.

And today we're showing you a demo

testing real time graphics.

And we are leveraging the technology of Intel

multicore 4I-9 processors with the Optane NVMe SSD

with photogrammetry graphics.

And some of what we're showing you here

today is how using photogrammetry and optimizing

the LODs of your materials and the meshes in particular,

we'll show you how you don't need

to keep increasing the polygon count to produce

a very high quality material.

Yes.

And basically what is this appealing to the artist

is that with photogrammetry, no matter which rendering engine

you are using, it's either offline rendering or real time,

you can achieve really photorealistic qualities,

because you're actually extracting assets

from the real life and bringing to the virtual world.

And by optimizing your materials as well,

you're putting less strain on the GPU pipeline

without pushing high levels of polygons through the GPU.

Yeah.

So basically the capture process of photogrammetry

is based on 360 degree capture of the object

by a really high quality DSR camera

that you may use for scanning assets in real life

as you saw in photoscan.

Yeah.

And then what Actual Soft does is

it will then take these images based

upon a rotation around the object.

It will then put them together and produce

a three-dimensional mesh.

And the advantages of doing this compared to using a developer

to produce the model itself is that you

can produce a higher quality and more chaotic

looking object in less time compared

to requiring the artist to go through the entire production

chain to produce the final material in the end.

And the entire sculpting process can

be a little bit hard on the artist,

as you just can't replicate the way that nature is chaotic.

Nature is imperfect.

And you just can't get an artist to replicate that as easily.

So what photogrammetry allows you to get the assets the way

that they are in real life inside your beautiful world

retaining their quality the same way that it is in real life.

Here we have our project up and running.

And we wanted to show you that the actual image

quality that you're able to achieve with photogrammetry

is not actually something that comes from a mesh--

a three-dimensional mesh, a high quality count.

It's something that comes from the actual texture quality.

And here you can see we have our object here.

It's a foliage asset.

We are looking very up close with the cinematic camera

in a real agent.

And then we can show you the wireframe view.

And you can actually see that the mesh is just

very, very simple.

There is not that many polygons here.

But you are able to achieve this incredible image quality

by using high quality textures.

And the majority of the quality for the image

comes from the 8K asset itself.

So we have an 8K albedo.

We have an 8K normal map.

We also have an 8K roughness map recurring.

Yes.

We also have been using opacity in other maps for our foliage.

So it's very interesting to see what

you can do-- you are able to achieve with photogrammetry

in real time graphics.

And although photogrammetry has been

around in the industry for a while now,

technology has now evolved to the point

that we can use it within real time 3D rendering.

Yeah.

So thanks for checking out our project.

And make sure to check out the full details at Intel.mesh.com

website.

[INTEL SIGNATURE SOUND]

For more infomation >> Testing the Limits of Real-Time Graphics | SIGGRAPH 2018 | Intel Software - Duration: 3:43.

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Construct | Volumetric Video Experience, by PresenZ and StarVR | SIGGRAPH 2018 | Intel Software - Duration: 3:29.

Hi, everyone.

My name is Matthieu.

I'm part of the Presence team.

We are here at SIGGRAPH on the Intel booth

showing constructs, a volumetric movie in our Presence formats,

and we are showing it in the brand new StarVR headset.

This is a volumetric movie.

So instead of watching your movie

on the screen you can actually be inside the movie

and move inside the movie, get closer to the object

and to the robots you are fighting,

because it's a story about one robots who

is fighting for his survival and the survival of his family

So the whole project is based on something we wanted to achieve.

It actually puts the people inside a story.

And we wanted to do that with the quality of images

that you get for a real movie, for a standard movie.

So when you are going to a cinema,

you are used to a certain quality of movie,

and that's what we wanted to have in VR.

So we created a movie format called Presence

that makes it possible to pre-rendered images

and still have six degrees of freedom at play back.

So you don't have to go through a game engine.

You can actually keep your pipeline

and use your movie assets to create a VR experience.

So for the moment, we have a plug-in

for [INAUDIBLE] and another one for [INAUDIBLE]..

But we're going to release the SDK soon

that will allow any studio to parse on their own engine.

And so it will be possible to keep their pipeline

and create a VR movie exactly the same way

you create a standard movie.

So its just like another render, another way of rendering,

but the rest is the same.

So why we are here on the Intel booth

is because we are collaborating very closely with Intel.

We're actually using the Intel hardware and specifically,

their fast SSD.

Because Presence Volumetric Format

requires or produce quite much data.

And the only reliable SSD to play back our movies

is actually the Intel PCI-X Processor, the 750.

But we are also using recently the 760 and to SSD.

So this technology really helps us

to deliver our content in the location-based entertainment

center that we have.

The one that we have with [INAUDIBLE] in Dubai,

for example, but I also the one that our partners are opening.

I invite you to check our new website.

It's presencevr.com.

So there, you have a lot of information

about what Presence is.

You can also download the tools.

You can start testing directly without having

to register or do anything.

So you have also the player that is available online as well.

You have all the documentation and everything there.

If you have any questions, you just reach out to us.

You have all the contacts on the website as well.

For StarVR, they have also websites,

and they will ask StarVR to come,

and you can ask all your questions there as well.

For more infomation >> Construct | Volumetric Video Experience, by PresenZ and StarVR | SIGGRAPH 2018 | Intel Software - Duration: 3:29.

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Real-Time Image Processing on Intel® FPGA | SIGGRAPH 2018 | Intel Software - Duration: 1:43.

Hi.

My name is Paul.

Today at SIGGRAPh, I'm showing off realtime image processing

using high level synthesis on an Intel FPGA.

An FPGA is like a digital logic sandbox that

lets you generate any kind of digital logic

function you want, unlike a CPU or a GPU,

where the architecture is fixed and can't change.

High level synthesis lets you generate this logic

architecture using a familiar language like C++.

The demo we're showing today is an algorithm

called Harris Corner Detection.

What we're seeing here is the realtime video

is being marked with the corner markers, which indicate

locations where the algorithm thinks it's seeing corners

in the video feed.

High level synthesis is an IP offering tool

that's used within a broader FPGA development pipeline.

High level synthesis is used when

you have a complicated algorithm that you want to realize,

and it would be impractical to develop using traditional FPGA

techniques.

A real world use case for high level synthesis

would be realtime image processing, like we're

seeing here, or perhaps packet processing, or digital signal

processing.

Any kind of feedforward approach where you've got data coming in

and data coming out.

High level synthesis and our high level design tools

are very exciting, because they give

people who are not traditionally used

to using FPGAs access to these exciting accelerator

technologies.

For more information about Intel FPGAs

and where you can get one, please check out our website

at Intel.com.

For more infomation >> Real-Time Image Processing on Intel® FPGA | SIGGRAPH 2018 | Intel Software - Duration: 1:43.

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CAR SPEED SAMLABS PROJECT STEPS IN SOFTWARE - Duration: 3:14.

1. Connect Your Blocks

2.Drag the Blocks into the work space

3.Drag the hold command as shown

4. link the blocks AS shown

as we see that the motors started to work when we linked them

5. change the light sensor into abutton

6.Change the hold Time

and Your

care is ready

thank you

For more infomation >> CAR SPEED SAMLABS PROJECT STEPS IN SOFTWARE - Duration: 3:14.

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Zeig Uns Deinen Arbeitsplatz – Eric [OSR Software Entwicklung] - Duration: 1:32.

For more infomation >> Zeig Uns Deinen Arbeitsplatz – Eric [OSR Software Entwicklung] - Duration: 1:32.

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Software voor jou: een mobiele app - Duration: 0:46.

For more infomation >> Software voor jou: een mobiele app - Duration: 0:46.

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FACES: Derek Sommer of Spud Software - Duration: 5:39.

I think this area is phenomenal.

First off, we've got the major highways.

We've got 75, 23, 69.

So living here or working here, you can get to anywhere quickly.

And if you live just outside of here, getting to here is really easy.

Everyone loves working here.

We have the most phenomenal team.

I mean, these guys would kill themselves for their clients.

And our clients know that.

And that's why our clients stay with us for so many years.

Now how the culture got to where it's at, I wish I had that secret formula.

Because I would write a book and make millions.

But what I would say is to treat your employees like they're family.

Something we put in place at Spud years ago is we only hire senior developers.

Which means they have to have five years real-world experience.

Now, we've never really pushed for they gotta have a degree, they've gotta have the certification or anything like that.

But they got to have five years real-world experience.

They got to be able to show us they know what they're doing.

So what we put in place recently is I worked with an organization in Flint called 100K Ideas.

And what we're doing is we're starting a Spud Academy,

where we're going to be bringing in junior developers

where we're going to teach them not just our way of doing business, but the entire business process.

Because it's one thing to be able to write code.

You're basically taking the English language and putting it into a different language

and it makes the computer work.

Well, there's a lot more to it.

You got to be able to do the flow charting, the wire frames, the design specs,

and understand those things and the database structures.

And so we put them through this academy program that teaches those things.

And then our goal is that either they'll hopefully stay here or,

if we don't have room for them here right now, we help them find another job somewhere else.

I waited too long to build this building.

The building we're in now.

I actually bought the land two years before I built it.

It was for sale a few years before then.

And I always had cold feet about it.

I was nervous.

But what this building has done for us as a whole...

I mean, people have marketing budgets,

and you know, you spend money on your SEO, your website

and your brochures, literature, leave-behinds and all that stuff.

Well, what I'm paying monthly for this building on a mortgage

has paid for itself ten-fold.

Because this is our best marketing piece.

When the clients come here and they go through the building

and they see on our walls our entire process and procedures

that are in place, and how well organized we are that way.

It's really made a huge difference than our previous building that we were in for 15 years.

I guess one of my mistakes is overthinking things, procrastinating a little bit

And when you know it's the right thing to do, just go for it and stick with it and make it happen.

Well, my wife runs Lucky Day Animal Rescue, and she's done that for a lot of years now.

I help her with that stuff and get involved.

We've got a 96-acre farm we bought for the animal rescue,

and it's grown from doing domestic animals to now doing farm animals.

So when we're not at Spud working, we're working on the farm.

Bangkok Peppers. I mean, you can ask anyone, I eat there a lot more than I should.

But I can't say enough great things about them.

They have consistent, fresh, good food.

And in downtown Grand Blanc, there's - on Tuesdays - the music stuff going on.

I know the first Friday of the month, they have the food trucks here,

which is kind of cool bringing that stuff in.

And just bringing people from the community out to hang out.

We just do all kinds of stuff.

I can't say enough about always bettering yourself, reading,

getting with other business groups/organizations and learning from them.

Because one of the things entrepreneurs do is we learn by writing checks.

I know we make mistakes and we pay for them whatever way that is.

Whether it's a bad vendor, a bad decision we made, a bad hire.

Whatever it is, that's how we learn.

So if you can get with other business organizations and learn from their mistakes

and share with them something you've done and save them

it saves you many, many, many mistakes.

So I think sticking with it and finding like-minded people to hang out with,

that's important.

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