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Learn the fundamentals of Dgraph - an open-source Graph Database that implements GraphQL as its query language 🚀 🤍 #database #graphql #100SecondsOfCode References: Try Dgraph for free 🤍 Dgraph on Github 🤍 What is a Graph Database? 🤍
This talk presents the Lucata Pathfinder computing architecture and its capability to deliver high performance on the most challenging graph problems in current and future data analytics applications. Firstly, the graph algorithms and applications of interest will be presented, with a focus on the key characteristics that make their implementation problematic for current commercial offerings. Secondly, the Lucata solution will be presented, with a focus on the key hardware and software innovations that make it such a powerful platform to answer the needs of these challenging applications. Finally, current, and future research projects and software collaborations will be presented to showcase the depth and breadth of what can be undertaken with the architecture. Speaker: Janice McMahon, Lucata Date: April 18, 2022
Here is a quick video that explains what to look for in a dyno plot. We see that a lot of people are concerned with chasing the highest peak power. Often when chasing peak horsepower figures people will overlook the sacrifices they're making and the end up being disappointed in their build. For a fun daily driven vehicle you want the torque to ramp up quickly and stay as flat as possible for as long as possible. This will give you a linear power response which is rewarding to drive in all situations.
Graph databases are one of the hottest trends in tech, but is it hype or can they actually solve real problems? Well, the answer is both. In this talk, Dave will pull back the covers and show you the good, the bad, and the ugly of solving real problems with graph databases. He will demonstrate how you can leverage the power of graph databases to solve difficult problems or existing problems differently. He will then discuss when to avoid them and just use your favorite RDBMS. We will then examine a few of his failures so that we can all learn from his mistakes. By the end of this talk, you will either be excited to use a graph database or run away screaming, either way, you will be armed with the information you need to cut through the hype and know when to use one and when to avoid them. Check out more of our talks in the following links! NDC Conferences 🤍 🤍
Guest: Philip Brunenberg Blog: 🤍 Twitter: 🤍 This talk is of theoretical nature. Philip will explain how we can implement a recommendation engine using the Neo4j GDS library. We will dive into the details, which steps are required and how they work internally. We won't get the chance to do the implementation, but it is a good starting point to understand what each of the steps does. Follow-Up: Blog Post: 🤍 Video: 🤍
by Sylvain Baubeau At: FOSDEM 2020 🤍 Graffiti is the graph engine of Skydive - an open source networking analysis tool. Graffiti was created from scratch to provide the features required by Skydive : distributed, replicated, store the whole history of the graph, allow subcribing to events on the graph using WebSocket and visualization. Skydive (🤍k) is an open source analysis tool. It collects information about an infrastructure topology - such as network interfaces, Linux bridges, network namespaces, containers, virtual machines, ... and store them into a graph database called Graffiti (🤍 The graph is : ❮pre❯❮code❯- distributed : some agents only have a portion of the graph - replicated : for high availability and load distribution - historical : every change on the graph is archived, allowing retrieval of the graph at any point in time or getting all the revisions of a set of nodes and edges during a period of time ❮/code❯❮/pre❯ A custom implementation of the Gremlin language is used to query the graph, with some additional steps to specify the time context of the query for instance. In addition to the core engine, a WebSocket based user interface - based on D3JS - is available to visualize and interact with the graph. This presentation will showcase a demo of Graffiti and try to advocate its use in your own project. Room: AW1.121 Scheduled start: 2020-02-01 14:25:00
Render graphs have become an established way of handling the complexities of synchronization, memory allocation and scheduling for modern rendering engines. In this talk we’ll cover our task graph renderer, paying particular attention to the design of the engineer facing APIs, as well as some of the backend implementation details that allow us to scale our renderer from mobile all the way up to the 9th generation of consoles and beyond. Speakers: Charlie Birtwistle is a Senior Principal Engineer at Activision Central Tech, where he works on the low-level rendering architecture and APIs that power Activision’s games. He started in the industry nearly 20 years ago working on launch titles for Xbox 360. Francois Durand is a Technical Director at Beenox, an Activision studio. Having worked almost 15 years in the industry on franchises like The Amazing Spider-Man, Skylanders and Call of Duty, he now focuses on finding ways to improve graphics and engine scalability.
⚡ Use NSF's link to install PIXEL STARSHIPS for Free: 🤍 & receive a 100 free Starbux on arrival [Available for the next 30 days]. For this special event, also enter the promo code NSF125 after registering to get an additional 125 Starbux! ⚡ Is the Starship Raptor rocket engine reliable enough to move humanity to the stars? In this video, John 'Das' Galloway explores the reliability of SpaceX's Raptor engines by analyzing over 1600 engine tests recorded at SpaceX's McGregor Engine Test Facility. Data is captured from McGregor Live, a lesser-known 24x7 livestream sharing live rocket engine tests. By looking at test durations and patterns, John uncovers SpaceX's target test duration and highlights outliers. Join him as he dives into the data to reveal and explains how McGregor is critical to the success of SpaceX. Want to join the NSF Team? Check back soon for a link (sorry it's not ready yet - Das) 🔗 Need a Raptor Wrangler shirt?: 🤍 MCGREGOR LIVE WENT PUBLIC IN APRIL OF 2022. (Gotta have one bug, I guess heh) Click to confirm for yourself: 🤍 ⚡More McGregor Raptor Videos: 🔥 🤍 🔥 🤍 🔥 🤍 🔥 🤍 🔥 🤍 🔥 🤍 ⚡ Become a member of NASASpaceflight's channel for exclusive discord access, fast turnaround clips, and other exclusive benefits. Your support helps us continue our 24/7 coverage. Click JOIN above to get started.⚡ 🤵 Hosted and Produced by John Galloway (🤍kspaceacademy) 🎥 Video from Adam Cuker (🤍AdamCuker) and McGregor Live (🤍 ✂️ Edited by Thomas Hayden. 🔍 Original video content copyright NASASpaceflight LLC. Not to be used without written permission. L2 Boca Chica (more clips and photos) from BC's very early days to today. 🔗 🤍 (Join L2 and support NSF here: 🤍 #SpaceX #RaptorEngine #EngineReliability #McGregorLive #EngineTests #PerformanceAnalysis #DataAnalysis #SpaceXTests #McGregorFacility #RocketTechnology #SpaceExploration #AerospaceIndustry #ScientificResearch #TechnologicalAdvancements #EngineeringMarvels #SpaceXSecrets #RocketScience #FutureTech #Reliability #TestDurations #SpaceXFacility #SpaceXTesting #TargetDuration #EngineTestPatterns
Working on a multiplayer game? Are there many players in-game together? On this livestream, our networking team will demonstrate 4.20's new Replication Graph Plugin and the server optimizations that were implemented for Fortnite Battle Royale. NEWS Unreal Engine Drives Monster Puppet for The Mill and Monster.com 🤍 Holospark’s Earthfall Brings Innovation to the Co-op Shooter Genre 🤍 Join Unreal Enterprise at SIGGRAPH 2018! 🤍 Create Your Own Voxel-Based World With the PixARK Dev Kit 🤍 Unreal Studio 4.20 Beta Now Available! 🤍 Unreal Engine 4.20 Released! 🤍 COMMUNITY SPOTLIGHT Hearts of Violet 🤍 Galaxia 🤍 Trail of Ayash 🤍 ANNOUNCEMENT POST 🤍
Chris Kamphuis and Arjen de Vries. "GeeseDB: A Python Graph Engine for Exploration and Search" in Proc. of the Second International Conference on Design of Experimental Search & Information REtrieval Systems (DESIRES 2021), Padua, Italy, 15-18 September, 2021, pp 10-18.
Traditionally, multiplayer real-time strategy games have used the lockstep approach to support larger numbers of units fighting their way across the battlefield. In this Unreal Fest Europe 2019 session by Deadalic Entertainment's Technical Director Nick Prühs, you'll discover the different techniques used for profiling, evaluating and improving the network performance of A Year Of Rain, including the Network Profiler and Replication Graphs. Learn more about Unreal Engine at 🤍
🤍 🤍 🤍audiodevcon Organized and produced by JUCE: 🤍 With production & streaming by Digital Medium: 🤍 - Tracktion Graph is a new open source library designed to build and process complex topological graphs of audio and MIDI sources. It was designed to replace the internal processing of the Tracktion Engine framework in order to solve problems such as plugin delay compensation and optimise processing for multi-core CPUs. The resulting library has no dependency on the Tracktion Engine framework and can be used for many generic audio processing applications. This talk aims to introduce the concept of an audio graph, what the inherent difficulties are and how the Tracktion Graph library solves them. The talk will mainly focus on looking at audio applications as high-level graph abstractions and then introduce the library as a way to realise those abstractions. This should leave the attendee with a broader knowledge of audio graph topologies, how to structure their audio applications and how to utilise Tracktion Graph to make this a quick, painless and safe task. - Dave Rowland (Tracktion) Dave Rowland is the director of software development at Audio Squadron (owning brands such as Tracktion and Prism Sound), working primarily on the digital audio workstation, Waveform and the engine it runs on. Other projects over the years have included audio plugins and iOS audio applications utilising JUCE. In academia, David has taught on several modules at the University of the West of England on programming for audio. David has a passion for modern C standards and their use to improve code safety and brevity, has spoken at the Meeting C conference and is a regular speaker at the Audio Developer Conference and the monthly Audio Programmer meetup. - Special thanks to the ADC20 Team: Céline Dedaj Timur Doumler Derek Heimlich Josh Hodge Andrew Kirk Bobby Lombardi Tom Poole Ralph Richbourg Jim Roper
Trey Grainger from CareerBuilder gave a presentation at Lucene/Solr Revolution 2015 over semantic search with solr. He details how CareerBuilder uses Solr for search and how they aligned query responses with user intent. A large portion of the presentation is over leveraging Solr for semantic search and building an intent engine focused on: - Type-ahead prediction - Spelling correction - Entity-type Resolution - Semantic Query Parsing - Query Augmentation - The Knowledge Graph Presented at Lucene/Solr Revolution. Learn more: 🤍
We are super excited to bring the 3rd episode of Graphversation, a monthly livestream series that brings graph experts and Neo4j ninjas for engaging and informative conversations about the fascinating world of graphs. Whether you are a beginner or an advanced developer in graphs, we are confident that you will find our conversations engaging, informative, and thought-provoking. In this episode, we have Neha Setia who will talk about, "Next-level Personalization: How Web Scraping and Graph Databases Power Recommendation Engines". In this episode, we explore the power of using effective web scraping tools in conjunction with graph databases to transform recommendation engines and deliver more personalised recommendations to users. Our expert guests share their insights on how to collect high-quality and reliable data, store it in a graph database, and use appropriate algorithms to make recommendations based on user behavior and product attributes. Tune in to our podcast and discover how you can take your recommendation engine to the next level with web scraping and graph databases. Speaker: Neha Setia, Developer Advocate 🤍 Zyte Neha is a story-teller and loves to weave stories to explain tech concepts in a funny yet relatable way. Want to know how baking cakes and Machine Learning are similar? Neha is always looking for creative ways to solve problems related to data. With a pen in hand, you will find her nerding over her current priorities such as self-actualization, systems thinking, the extended mind and parenting. 🤍 Host: Siddhant Agarwal, Developer Relations APAC 🤍 Neo4j With over a decade of industry experience, Siddhant has literally spent his entire career in building, scaling and growing communities in India & APAC and has found his passion in launching ed-tech initiatives, design innovation, growing startup ecosystem and building for the next billion users. Siddhant has previously worked with Open Financial Technologies, Google, Beahead and IBM. A design thinker at heart, he loves working with startups and helping them scale in UX and improve their designs. 🤍 Resources: 1. Slide Deck: 🤍
In his keynote address at The Knowledge Graph Conference 2021 Keshav Pingali, CEO and co-founder of Katana Graph, discusses the key features of the Katana Graph Engine that enable high performance as well as some important use cases for this technology from Katana's customers. To see the full catalog of The Knowledge Graph Conference 2021 presentations visit 🤍
4 Cylinder Engine Firing Order 1342 Running mate 1-4 2-3 (e.g.)Piston # 1 & piston #4 is BDC. Which piston #1 is Power & piston # 4 is Intake strokes. With 180•.half turned of crankshaft. The piston #2 & piston #3 is TDC. Which piston #2 is Exhaust stroke. Piston #3 is compression. if this piston going into bottom will happens 360• of crankshaft turned. The piston #2 is intake stroke & piston #3 is power. Don't forget to subscribe for more updates. Thank you & God bless.! Four Stroke Cycle Engines. A four-stroke cycle engine is an internal combustion engine that utilizes four distinct piston strokes (intake, compression, power, and exhaust) to complete one operating cycle. The piston make two complete passes in the cylinder to complete one operating cycle. Thank you and enjoy learning! Don't forget to subscribe.!
🤍 Combo Graph is an Unreal plugin based on GAS (Gameplay Ability System) that lets you focus on Combo / Combat design with a Custom Graph and node-based Editor to deliver a fast, flexible and enjoyable developer experience. The main idea behind this plugin is to try to cut down iteration times as much as possible when designing and prototyping a new combat system / combos. Paired with good animation packs, this plugin hopefully has everything a gameplay developer needs to quickly and efficiently build their own melee combat system. Built with integration in mind Built from the ground up with integration in mind, you don't need to know GAS to use or integrate Combo Graph. It uses GAS and Enhanced Input at its core to play combo animations and setup input transitions between each nodes, in an accessible and approachable way. A Combo Graph asset can be run from a Gameplay Ability via an Ability Task or elsewhere via a Gameplay Task, like from within a Character Blueprint or Behavior Tree Building off the foundation of GAS and Enhanced Input, replication and multiplayer support were an integrant part of the plugin design and development process. Combo Graphs running within a Gameplay Ability, and using Ability Tasks to handle animation montage, you get proper local prediction and replication out of the bat. Just know that while you can use Animation Sequences directly within Combo Graphs (more information below), those are not properly replicated unlike Animation Montages. See the disclaimer section. Combo Graph Assets Combo Graph assets can be created in the Content Browser and can be edited inside a special Combo Graph Editor. It is a node-based editor (similar to Behavior Trees) where you can add any number of Combo nodes to produce combo strings, add your desired Input Actions to transition between those nodes, and configure each nodes to optionally apply Gameplay Effects Containers (or Damages for non GAS users) upon receiving successful hits notifications, Gameplay Effect costs, as well as Gameplay Cue Containers (for VFX / SFX to apply on hit impacts). Combo Graph supplies two types of Combo Node: Montage based and Sequence based, however you can create your own custom Combo Nodes through Blueprint to provide additional logic. Collision Component While it is not the core focus of the plugin, Combo Graph does have a built in collision component. But it is not tightly integrated with the combo system. Combo Graph instead relies on gameplay events that your hit collision system sends to the owner of combo abilities when a hit is registered, along with proper payload information such as instigator / targets and hit result with target data. Doing so, it is fairly straight forward to integrate with third party collision system, or your own mechanism. ComboGraphCollisionComponent is an Actor Component providing basic collision detection mechanism for registered meshes using traces. It implements simple logic for hit detection not meant to replace more robust solutions such as Combat Components or AGR Pro (Combat Manager in v4), but rather to provide a quick and easy way to handle collision for those not having or not willing to use aforementioned plugins, or not having a game-specific custom collision system already in place. Documentation also includes integration guides for both Combat Components and AGR Pro. Auto Setup Additionally, setting up animations to use in a combo system usually relies on a lot of Animation Notify States (ANS) for each Animation Montage, such as setting up Combo or Collision Windows. This plugin comes with an "Auto Setup" feature which lets you configure a set of Notify States to trigger when montages are playing, without having to edit each and every animation assets. However, you still have the possibility to further tune how those Notify States are used by defining them in animation assets like you would usually do (Auto Setup for a given ANS only takes place if the anim doesn't define it in its timeline). This is great for prototyping and saves a lot of time. Behavior Tree and AI Support Combo Graph comes with a built Behavior Tree Task implemented in c to easily run a Combo Graph asset from within Behavior Trees. Both the demo project and documentation demonstrates how you can easily create your own Behavior Tree Task using the provided gameplay task, which includes all the necessary delegates for you to react to graphs ending their execution, as well as helpers to simulate combo inputs. Size Map Friendly Montages / Sequences / Icons and VFX / SFX assets all using soft object references and handled in cpp (so that the abilities or characters using them doesn't explode in size). VFX / SFX assets in Cue Containers are specifically loaded asynchronously to avoid stall your main thread for too long, which could cause hitches and small freezes the first time they're loaded.
In this shader tutorial, I explain the math behind the power node in Unreal Engine and Unity. Then I show three practical ways to use the power node in a shader - including adjusting the contrast of a value or color, controlling the appearance of the Fresnel effect, and applying or removing gamma correction from a texture. I also show a method for optimizing a power operation in some cases. An article that explains gamma and gamma correction in computer graphics: 🤍 Here's last week's video on the Sine and Cosine nodes: 🤍 And here's the playlist for the whole series: 🤍 Learn more! 🤍 Resources on the web: 🤍 🤍 Shader Book Recommendations 🤍 Theme Music Peace in the Circuitry - Glitch Hop 🤍 Background Music Speo - The Little Things 🤍 #UnrealEngine #shadergraph #Unity
Разбираем работу Graph Engine Service, очевидные и скрытые возможности сервиса. Инновационный подход при работе с данными с использованием графовой СУБД, и собственных сценариев интеллектуального поиска. Обсуждаем полезные кейсы и делимся идеями. Graph Engine Service – 🤍
Keshav Pingali, co-founder and CEO of Katana Graph, discusses how the next era of graph computing will solve key problems in the life sciences, financial services, and information security sectors at ScaledML 2021.
Actual footage of a rocket engine simulator game I made. It shows the node graph of the Vulcain engine used by the European Space Agency. Add to your Steam Wishlist today: 🤍 #rocket #game #simulation #indiegame #europeanspaceagency #steam #rocketscience
Siren 11.1 features an all new graph engine - now 2 to 8 times faster. Also, 11.1 introduces a new customizable graph toolbar where functions can be re-positioned, hidden or added via scripts to best fit end user needs.
Learn how to create line charts in Microsoft Excel with this step-by-step tutorial for beginners. As full disclosure, I work at Microsoft as a full-time employee. Find out how to insert a recommended line graph. Also, learn how to insert a line chart directly and edit the horizontal and vertical axes. Use this chart type to show trends over time (years, months, and days) or categories. In this tutorial, I use Excel that comes with Office 365; however, this should also work with all previous versions of Excel, like Excel 2019, Excel 2016, Excel 2013, Excel 2010, Excel 2007, and Excel 2003. See all Excel tutorial videos here: 🤍 - Learn the fundamentals of Excel in just 2 hours: 🤍 Access the sample data in the spreadsheet here: 🤍
Blending Normal Maps - Shader Graph Basics - Episode 12 In this beginner shader tutorial, I show 4 methods for blending normal maps together ranging from simple and cheap to high quality and more expensive. For each method, I show the cost, results, and discuss what each method could be used for in Unreal5 and Unity. Here's last week's video - Min, Map, Clamp, & Saturate: 🤍 And here's the playlist for the whole series: 🤍 Tons of details on blending normal maps: 🤍 Learn more! 🤍 🤍 Shader Book Recommendations 🤍 Theme Music Peace in the Circuitry - Glitch Hop 🤍 Background Music Speo - The Little Things 🤍 #UnrealEngine #shadergraph #normalmap
An inside look at the basic systems that make up a standard car engine. Alternate languages: Español: 🤍 Get on Patreon and help fund my 3D animation obsession! It wouldn't feel right to put sponsorship segments in the middle of high quality educational content, so let's try another way together: 🤍 Need 3D illustration and animation? Have suggestions for what to explain next? Animagraffs can help! Let's chat: 🤍 License Animagraffs work for your own purposes 🤍 See more explanations of how things work at: 🤍 I use Blender 3D to create these models. It's free and open source, and the community is amazing: 🤍 Chapters 0:00 Intro 0:14 4 Stroke Cycle 1:22 Firing Order 1:36 Camshaft / Timing Belt 1:56 Crankshaft 2:15 Block / Heads 2:35 V6 / V8 3:02 Air Intake 3:25 Fuel 3:54 Cooling 5:02 Electrical 6:06 Oil 7:03 Exhaust 7:28 Full Model
Flow plug-in on GitHub 🤍 Thanks to Reikon Games who gave me the ability to share this work as open-source on GitHub. (this is an updated version of the presentation, originally uploaded on March 8, 2021) Discuss things related to the plugin on the dedicated Discord server. 🤍 Timestamps 00:00 Introduction 01:01 Flow Subsystem 01:33 Flow Nodes 02:49 Flow Graph 03:31 What's wrong with blueprints? 04:25 Level blueprints 05:58 Event actors 08:06 Flow Graph - clean system architecture 10:27 Open-source project 10:42 This isn't a new concept 11:27 The Witcher series - quest editor 12:34 Direct actor references 13:50 Gameplay tags 15:34 Flow Asset 16:06 Dialogue systems 16:31 Dialogues in spreadsheets 16:53 Dialogues in Articy:draft 17:51 Dialogues in Unreal Engine 20:20 How writers would love to work? 21:12 Flow Graph as a dialogue editor 21:40 REDkit manual 21:57 Facts DB 22:50 Summary Introduction to Gameplay Tags 🤍 Behind the Scenes of the Cinematic Dialogues in The Witcher 3: Wild Hunt 🤍 REDkit Editor – Designer Basic Manual 🤍 Sinking City - story scripting for the open-world game as part of their talk on Sinking City development 🤍 Unreal Engine Open World Preview and Landscape Tools | Unreal Dev Days 2019 - starts from describing an upcoming open-world streaming system 🤍 Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 - great talk on blueprint system, the timestamp at the Performance part 🤍 Blueprints In-depth - Part 2 | Unreal Fest Europe 2019 🤍 The Visual Logger: For All Your Gameplay Needs! 🤍 Gamedec exemplifies how to incorporate complex branching pathways using Unreal Engine - a detailed blog post on integrating Articy:Draft with the Unreal Engine 🤍
About Inclusive Data Hackathon: The Inclusive Data Hackathon, a four-day virtual event was organized by Digital Page, a 501(c)3 nonprofit organization with a mission to change the face of the Technology and Design Industry while empowering the under-represented. Digital Page teamed up with Capgemini Financial Services, Insights & Data, bringing a unique training-focused hackathon to give future leaders the edge needed to succeed in tomorrow’s data-driven landscape. Elevating the next generation of Insights & Data professionals moving into the consulting and financial services world. About Digital Page: We, at Digital Page, are passionate about providing youth in our communities, especially young women, with the education, tools, and support they need to pursue careers in technology and become leaders in the design thinking space. Learn more at 🤍
Watch this video to learn about Anzo's In-memory Graph Query Engine, the key to its benchmark-busting speed.
In this post-processing shader video for Unreal and Unity, I show how to create an ink outline effect as used in cel shaded games such as Borderlands. We find the edges in the scene by detecting discontinuities in both scene depth and normals. After filtering this data, we use the resulting edge mask to apply outlines around objects. Here's last week's video on bloom: 🤍 Here's the playlist of all of the post-process videos: 🤍 Here's the playlist of all the videos: 🤍 Shader Book Recommendations 🤍 Theme Music Peace in the Circuitry - Glitch Hop 🤍 Background Music Speo - The Little Things 🤍 #UnrealEngine #shadergraph #Unity