text:
If you followed along or just came across my Rasterization in One Weekend blog series without having actually compiled and run the demo workloads, you'd be in for a big surprise if I told you now how slow they turned out to be. I hinted at some of the existing techniques at the end that one could employ to speed up a painfully slow rasterizer, but that was all. Now is time to go ahead and get a taste of how they'd be applied in practice.
As part of this work, I implemented Tyler, a tile-based rasterizer which we will dissect below to understand better. It's been my aim for this project that the rasterizer be scalable, configurable and understandable by people who'd want to know a little more about the subject and ultimately experiment with it. With that said, what I'd like to show here relies quite a bit on what I laid out in Rasterization in One Weekend, so it'd be the best if you read through it. I will try not to make big assumptions, however, there'll be less hand-holding and more high-level explanations and I want not to repeat stuff that can be found there or elsewhere easily, in order to keep it as tidy as possible here. In any case, feel free to shoot your questions my way, I'd be happy to answer them.
Tile-based rendering (or tiled rendering) is an enhancement over traditional immediate-mode rendering where a render target (RT) is divided into tiles (i.e. sub-regions of a frame buffer), each of which contains primitives that can be rendered into the tiles separately.
Note the word separately here, as it emphasizes one of the biggest selling points of this technique over immediate-mode: Trapping all accesses inside a tile to color/depth buffers which reside in "slow" DRAM by utilizing an exclusive on-chip tile cache. It is of course no coincidence that such bandwidth-saving technology has been utilized the most by mobile low-power GPUs. See how in below diagram (top) vertices are processed, rasterized and shaded immediately and in bottom they are deferred?
Immediate-mode vs Tile-based architecture (PowerVR)
On a high level, for tile-based rendering to work, all what we need to do in addition to the usual machinery of a rasterizer is for each tile, to build a list of primitives which overlap a given tile and then shade all primitives in all tiles either one tile at a time or even better, in parallel. Of course, the complexity which we bypass with such simple definition, is in the details, so we will look at implementation details of Tyler in multiple parts below.
This rasterizer unsurprisingly only implements a small subset of modern 3D rendering pipeline and consists of following stages that triangles go through as they get moved from vertex buffers to be pixels on a screen:
- Vertex Shader
- Clipper (full-triangle only!)
- Triangle Setup & Cull
- Binner
- Rasterizer
- Fragment Shader
Tyler includes a pseudo API for rendering stuff which imitates how a proper graphics API would look like, so let's review first how it can be used to set up the rasterizer and submit drawcalls before entering its bowels. Note that I'll be referring to Scene Rendering sample most of the time, which loads a .OBJ scene file and renders multiple meshes visualizing scaled normals for simplicity and optionally presents in a window.
Rasterizer context setup
// Create and initialize the rasterizer rendering context RenderContext* pRenderContext = new RenderContext(config); pRenderContext->Initialize() // Allocate color & depth buffers uint8_t* pColorBuffer = ... // Color buffer format == R8G8B8A8_UNORM float* pDepthBuffer = ... // Depth buffer format == D32_FLOAT // Set up main FBO Framebuffer fbo = {}; fbo.m_pColorBuffer = pColorBuffer; fbo.m_pDepthBuffer = pDepthBuffer; fbo.m_Width = opt.m_ScreenWidth; fbo.m_Height = opt.m_ScreenHeight; // Single vec3 attribute is used to pass vertex normal VS -> FS ShaderMetadata metadata = { 0, 1 /*vertex normal*/, 0 }; // Emulate passing of constants data to shaders Constants cb; cb.m_ModelViewProj = proj * view * model; // We will have single index and vertex buffer to draw indexed mesh std::vector<Vertex> vertexBuffer; std::vector<uint32_t> indexBuffer; // Store data of all scene objects to be drawn std::vector<Mesh> objects; // Load .OBJ scene model data and generate vertex/index buffers, etc. InitializeSceneObjects(opt.m_OBJName, objects, vertexBuffer, indexBuffer); // Bind FBO to be used in subsequent render pass once pRenderContext->BindFramebuffer(&fbo); // Bind VBO and set buffer stride pRenderContext->BindVertexBuffer(vertexBuffer.data(), sizeof(Vertex)); // Bind IBO pRenderContext->BindIndexBuffer(indexBuffer.data()); // Bind shader constants pRenderContext->BindConstantBuffer(&cb); // Bind shader, constant buffer, texture(s) pRenderContext->BindShaders(VS, FS, metadata);
Main rendering loop
// Clear RT pRenderContext->BeginRenderPass( true, /*clearColor*/ glm::vec4(0, 0, 0, 1) /*colorValue*/, true, /*clearDepth*/ FLT_MAX /*depthValue*/); // Draw meshes for (uint32_t obj = 0; obj < objects.size(); obj++) { Mesh& mesh = objects[obj]; view = glm::lookAt(testParams.m_EyePos, testParams.m_LookAtPos, glm::vec3(0, 1, 0)); //model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0, 1, 0)); cb.m_ModelViewProj = proj * view * model; // Kick off draw. Note that it blocks callee until drawcall is completed pRenderContext->DrawIndexed(mesh.m_IdxCount, mesh.m_IdxOffset); } pRenderContext->EndRenderPass();
There is no magic going on the application side: After rendering context is set up with default configuration, usual binding of frame buffer, vertex/index buffers, shaders and all that is done and objects are rendered one mesh at a time. Where the tile-based rasterizer does its thing and we'll focus on is on line 18, where a drawcall is triggered. Notice the comment that the rasterizer blocks the caller thread until current drawcall is processed and complete. Obviously, that is a grave difference from how real graphics APIs and HW rasterizers actually work: They never process one drawcall at a time and block until running to completion; that'd be awfully inefficient. Instead, they process batches of commands which applications record in a command buffer and submit to the HW with help of graphics drivers. Primary reasons to do this are 1) to minimize CPU <-> GPU work scheduling overhead and 2) to increase utilization of GPU resources.
Now that we have skimmed through how the sample makes a drawcall, we're ready to enter the rasterizer side of things. If you look at the project source directory, you can see quite a few more files this time around. However, most of the important stuff is basically contained within Pipeline Thread and Render Engine and the rest just provides auxiliary functionality. Render Engine handles drawcall setup and various resources needed for the tile-based rasterizer such as per-tile bins and coverage mask buffers and provides synchronization between Pipeline Threads, each of which spawns its own thread to execute the above-mentioned pipeline stages in parallel. So how does Render Engine prepare a drawcall for the pipeline threads to execute exactly?
// Prepare for next drawcall ApplyPreDrawcallStateInvalidations(); uint32_t numRemainingPrims = primCount; uint32_t drawElemsPrev = 0u; uint32_t numIter = 0; while (numRemainingPrims > 0) { // Prepare for next draw iteration ApplyPreDrawIterationStateInvalidations(); // How many prims are to be processed this iteration & prims per thread uint32_t iterationSize = (numRemainingPrims >= m_RenderConfig.m_MaxDrawIterationSize) ? m_RenderConfig.m_MaxDrawIterationSize : numRemainingPrims; uint32_t perIterationRemainder = iterationSize % m_RenderConfig.m_NumPipelineThreads; uint32_t primsPerThread = iterationSize / m_RenderConfig.m_NumPipelineThreads; for (uint32_t threadIdx = 0; threadIdx < m_RenderConfig.m_NumPipelineThreads; threadIdx++) { uint32_t currentDrawElemsStart = drawElemsPrev; uint32_t currentDrawElemsEnd = (threadIdx == (m_RenderConfig.m_NumPipelineThreads - 1)) ? // If number of remaining primitives in iteration is not multiple of number of threads, have the last thread cover the remaining range (currentDrawElemsStart + primsPerThread + perIterationRemainder) : currentDrawElemsStart + primsPerThread; // Threads must have been initialized and idle by now! PipelineThread* pThread = m_PipelineThreads[threadIdx]; // Assign computed draw elems range for thread pThread->m_ActiveDrawParams.m_ElemsStart = currentDrawElemsStart; pThread->m_ActiveDrawParams.m_ElemsEnd = currentDrawElemsEnd; pThread->m_ActiveDrawParams.m_VertexOffset = vertexOffset; pThread->m_ActiveDrawParams.m_IsIndexed = isIndexed; // PipelineThread drawcall input prepared, it can start processing of drawcall pThread->m_CurrentState.store(ThreadStatus::DRAWCALL_TOP, std::memory_order_release); drawElemsPrev = currentDrawElemsEnd; numRemainingPrims -= (currentDrawElemsEnd - currentDrawElemsStart); } // All threads are assigned draw parameters, let them work now m_DrawcallSetupComplete.store(true, std::memory_order_release); // Stall main thread until all active threads complete given draw iteration WaitForPipelineThreadsToCompleteProcessingDrawcall(); }
What we do here is that we partition incoming primitives equally among pipeline threads to scale the rasterizer as number of available threads go up. You may be asking, what's with this iteration thing? It stems from the fact that we have no way of knowing whether next drawcall contains 6 triangles or 5 million triangles in advance and we absolutely don't want to dynamically allocate or resize our internal buffers; that'd make the whole thing an offline rasterizer! Instead we set an upper bound (can be arbitrarily large, we'll ponder on what could be a good iteration size) for our internal buffers, allocate them once and at draw time simply iterate over the ranges of primitives that are sliced per iteration, which is logically equal to doing it all in one iteration. That's akin to how HW rasterizers handle this unknown, too.
Exemplary drawcall setup: 3 threads processing 6 primitives per iteration in parallel
A few corner cases such as number of primitives not being multiple of number of threads or even less than number of threads could be present, so we handle them here, too. Having an upper bound for our internal buffers is well worth it, but it also necessitates us to do little extra book-keeping like invalidating stale data in our internal data structures and caches before every iteration. One last thing to note here is that we want all threads to enter their respective pipelines no earlier than when there is at least one thread whose drawcall parameters are not assigned yet, to not cause any synchronization issues, so we use an atomic flag, m_DrawcallSetupComplete to stall the threads until the drawcall setup is done. After this, threads are green-lit and we wait until all iterations of current drawcall are processed by the threads to return execution back to the caller thread.
Now that we have seen how the threads get triggered to process a drawcall, we can take a closer look at the pipeline itself.
Geometry Processing
Geometry processing refers to handling of vertices that are fetched from user buffers and comprises of vertex-shading, clipping, triangle setup and binning stages. Remember that by this point all threads are going to be running in parallel!
Geometry processing whereby each thread iterates over primitives in its assigned range
for (uint32_t drawIdx = m_ActiveDrawParams.m_ElemsStart, primIdx = m_ActiveDrawParams.m_ElemsStart % m_RenderConfig.m_MaxDrawIterationSize; drawIdx < m_ActiveDrawParams.m_ElemsEnd; drawIdx++, primIdx++) { // drawIdx = Assigned prim indices which will be only used to fetch indices // primIdx = Prim index relative to current iteration // Clip-space vertices to be retrieved from VS glm::vec4 v0Clip, v1Clip, v2Clip; // VS ExecuteVertexShader<IsIndexed>(drawIdx, primIdx, &v0Clip, &v1Clip, &v2Clip); // Bbox of the primitive which will be computed during clipping Rect2D bbox; // CLIPPER if (!ExecuteFullTriangleClipping(primIdx, v0Clip, v1Clip, v2Clip, &bbox)) { // Triangle clipped, proceed iteration with next primitive continue; } // TRIANGLE SETUP & CULL if (!ExecuteTriangleSetupAndCull(primIdx, v0Clip, v1Clip, v2Clip)) { // Triangle culled, proceed iteration with next primitive continue; } // BINNER ExecuteBinner(primIdx, v0Clip, v1Clip, v2Clip, bbox); }
The pipeline, as before, starts with Vertex Shader, whose job it is to fetch vertices/indices from bound vertex/index buffers and invoke a user-defined VS routine that will return clip-space positions as well as feeding attributes to shaded vertices. In addition to that, it leverages a small vertex shader cache, which is exclusive to each thread. If a vertex of an indexed mesh will be present in the VS$, instead of re-invoking VS, cached clip-space position and vertex attributes will be copied from the cache directly, which can save up significant amount of computation on vertex-heavy workloads. Otherwise, we will invoke the VS as usual and place a copy of the returned vertex data in the VS$. After clip-space position and attributes are collected, we also call CalculateInterpolationCoefficients(), which will calculate and store interpolation data that we will need to interpolate vertex attributes before passing them onto the FS routine. Notice that we keep a copy of transformed vertices in the loop, it is crucial for efficiency that those be kept in L1/L2/L3 (best case -> worst case) while a thread works over the geometry stages.
After completing VS and collecting vertex attributes, we continue with clipping triangles against view frustum and computing bounding boxes of primitives, i.e. screen-space enclosing area. As in the name of the function, we clip primitives at whole triangle granularity. Great, but what does it mean?
Looking at above drawing of X-W plane (from Blinn's Calculating Screen Coverage), the top dark gray region represents points in front of the eye, hence completely visible whereas the bottom region represents points behind the eye. What we check for in clipper is whether all three vertices of a triangle are inside the completely visible, aka Trivial-Accept (TA) region or completely outside, aka Trivial-Reject (TR) region. If TA, we can safely compute bounding box of the primitive by applying homogeneous division (e.g. divide-by-W), else if TR, we can safely discard the whole primitive. Otherwise primitive must have vertices in different parts of the view frustum, which means that it needs to be clipped against the planes and drawn partially. However, it's a feature of the homogeneous rasterization algorithm that its scan conversion method can render even partially visible primitives, which is something detailed in previous posts and the original paper. Hence, if Must-Clip condition occurs (i.e. neither TR nor TA), we will set the bounding box (overly conservative!) as the whole screen extent.
After full-triangle clipping is done, we continue with Triangle Setup and Culling where we calculate the familiar edge equation coefficients. Contrary to Rasterization In One Weekend implementation, this time I implemented the optimizations to the original paper, which cleverly gets rid of the need to invert vertex matrix:
// First, transform clip-space (x, y, z, w) vertices to device-space 2D homogeneous coordinates (x, y, w) const glm::vec4 v0Homogen = TO_HOMOGEN(v0Clip, fbWidth, fbHeight); const glm::vec4 v1Homogen = TO_HOMOGEN(v1Clip, fbWidth, fbHeight); const glm::vec4 v2Homogen = TO_HOMOGEN(v2Clip, fbWidth, fbHeight); // To calculate EE coefficients, we need to set up a "vertex matrix" and invert it // M = | x0 x1 x2 | // | y0 y1 y2 | // | w0 w1 w2 | // Alternatively, we can rely on the following relation between an inverse and adjoint of a matrix: inv(M) = adj(M)/det(M) // Since we use homogeneous coordinates, it's sufficient to only compute adjoint matrix: // A = | a0 b0 c0 | // | a1 b1 c1 | // | a2 b2 c2 | float a0 = (v2Homogen.y * v1Homogen.w) - (v1Homogen.y * v2Homogen.w); float a1 = (v0Homogen.y * v2Homogen.w) - (v2Homogen.y * v0Homogen.w); float a2 = (v1Homogen.y * v0Homogen.w) - (v0Homogen.y * v1Homogen.w); float b0 = (v1Homogen.x * v2Homogen.w) - (v2Homogen.x * v1Homogen.w); float b1 = (v2Homogen.x * v0Homogen.w) - (v0Homogen.x * v2Homogen.w); float b2 = (v0Homogen.x * v1Homogen.w) - (v1Homogen.x * v0Homogen.w); float c0 = (v2Homogen.x * v1Homogen.y) - (v1Homogen.x * v2Homogen.y); float c1 = (v0Homogen.x * v2Homogen.y) - (v2Homogen.x * v0Homogen.y); float c2 = (v1Homogen.x * v0Homogen.y) - (v0Homogen.x * v1Homogen.y); // Additionally, // det(M) == 0 -> degenerate/zero-area triangle // det(M) < 0 -> back-facing triangle float detM = (c0 * v0Homogen.w) + (c1 * v1Homogen.w) + (c2 * v2Homogen.w); // Assign computed EE coefficients for given primitive m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 0] = { a0, b0, c0 }; m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 1] = { a1, b1, c1 }; m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 2] = { a2, b2, c2 };
Another benefit of this technique is that it lets us use the same edge equation coefficients for both scan conversion and attribute interpolation. What we did last time is that we computed a parameter interpolation vector for each distinct parameter, which could quickly bottleneck if you'll have more attributes than just a few scalars, i.e. normals + texture coordinates. After getting Triangle Setup done, we reach a very critical part of the tile-based rasterizer, which is Binning (many concepts of which are explained beautifully by none other than Michael Abrash) stage. The role of the Binning in the pipeline is enormous: It needs to find which tiles cover which primitives, or put another way, which primitives overlap which tiles. Note that a tile is a sub-region of RT which comprises of 8×8 blocks by default.
For this, we will simply look at a single triangle and how it'd be processed, but remember, again, that all that is being done in parallel by multiple threads. And the way we achieve this is simple: For each tile, we allocate an array of overlapping primitives per thread. That is, by having each thread bin primitives in its own per-thread bin, we can keep them working simultaneously with no need to synchronize. That is also how we can preserve rendering order of primitives, by later going over binned primitives in thread order.
Given a primitive, its bounding box and edge equation coefficients, the information that binning will provide us with is:
- Trivial-Accept: Tile within triangle's bounding box is completely covered by triangle
- Trivial-Reject: Tile within triangle's bounding box is completely outside triangle
- Overlap: Tile within triangle's bounding box is intersecting triangle
And how is that useful exactly? Assuming we choose a tile size of 64×64 pixels, trivially rejecting a tile means we can skip 64×64 per-pixel tests, all at once. Similarly, trivially accepting a tile means 64×64 pixels are visible, just draw the whole tile! Overlap is our least favorite result here, as it means that this tile and primitive need further processing in Rasterization stage where we will descent into block level and apply edge tests at finer level.
We start the binning process by first finding minimum and maximum tile indices that the bounding box of the triangle covers which we'll loop over:
// Given a tile size and frame buffer dimensions, find min/max range of the tiles that fall within bbox computed above // which we're going to iterate over, in order to determine if the primitive should be binned or not // Use floor(), min indices are inclusive uint32_t minTileX = static_cast<uint32_t>(glm::floor(bbox.m_MinX / m_RenderConfig.m_TileSize)); uint32_t minTileY = static_cast<uint32_t>(glm::floor(bbox.m_MinY / m_RenderConfig.m_TileSize)); // Use ceil(), max indices are exclusive uint32_t maxTileX = static_cast<uint32_t>(glm::ceil(bbox.m_MaxX / m_RenderConfig.m_TileSize)); uint32_t maxTileY = static_cast<uint32_t>(glm::ceil(bbox.m_MaxY / m_RenderConfig.m_TileSize));
After fetching edge equation coefficients, we proceed with setting up TR and TA corners of each edge:
// Fetch edge equation coefficients computed in triangle setup glm::vec3 ee0 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 0]; glm::vec3 ee1 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 1]; glm::vec3 ee2 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * primIdx + 2]; // Normalize edge functions ee0 /= (glm::abs(ee0.x) + glm::abs(ee0.y)); ee1 /= (glm::abs(ee1.x) + glm::abs(ee1.y)); ee2 /= (glm::abs(ee2.x) + glm::abs(ee2.y)); // Indices of tile corners: // LL -> 0 LR -> 1 // UL -> 2 UR -> 3 static const glm::vec2 scTileCornerOffsets[] = { { 0.f, 0.f}, // LL { m_RenderConfig.m_TileSize, 0.f }, // LR { 0.f, m_RenderConfig.m_TileSize }, // UL { m_RenderConfig.m_TileSize, m_RenderConfig.m_TileSize} // UR }; // (x, y) -> sample location | (a, b, c) -> edge equation coefficients // E(x, y) = (a * x) + (b * y) + c // E(x + s, y + t) = E(x, y) + (a * s) + (b * t) // Based on edge normal n=(a, b), set up tile TR corners for each edge const uint8_t edge0TRCorner = (ee0.y >= 0.f) ? ((ee0.x >= 0.f) ? 3u : 2u) : (ee0.x >= 0.f) ? 1u : 0u; const uint8_t edge1TRCorner = (ee1.y >= 0.f) ? ((ee1.x >= 0.f) ? 3u : 2u) : (ee1.x >= 0.f) ? 1u : 0u; const uint8_t edge2TRCorner = (ee2.y >= 0.f) ? ((ee2.x >= 0.f) ? 3u : 2u) : (ee2.x >= 0.f) ? 1u : 0u; // TA corner is the one diagonal from TR corner calculated above const uint8_t edge0TACorner = 3u - edge0TRCorner; const uint8_t edge1TACorner = 3u - edge1TRCorner; const uint8_t edge2TACorner = 3u - edge2TRCorner;
TR corner of a tile is the one that's most inside a given edge whereas TA corner is the one that's most outside. The reason we need TR and TA corners is that if we can conclude that TR corner of any edge is outside an edge, the whole tile must be outside the triangle, hence can be trivially rejected. Similarly, if TA corners of all edges are inside respective edges, the whole tile must be inside the triangle (or vice versa), hence can be trivially accepted.
The way we find these corners in above code fragment is one of the most important parts for the tile-based rasterizer: We select TR/TA corners based on the slope of edge normal=(a, b) (a, b being x and y components of the normal). In above figure, we can see that for edge 2 (e.g. blue arrow), TR corner for all tiles is marked lower right. Why? For edge 2, it holds that (a > 0), which means that the edge must extend towards left, which means one of the right corners (lower or upper) must be closer to the edge than left ones. Similarly, (b > 0) holds true, which means that TR corner must be the lower right corner. To find TA corner, we have two options: Either apply the same logic or rely on the fact that the furthest corner from TR corner will be most outside, which is diagonal from TR corner, which'd be more optimal.
// Iterate over calculated range of tiles for (uint32_t ty = minTileY, tyy = 0; ty < maxTileY; ty++, tyy++) { for (uint32_t tx = minTileX, txx = 0; tx < maxTileX; tx++, txx++) { // Using EE coefficients calculated in TriangleSetup stage and positive half-space tests, determine one of three cases possible for each tile: // 1) TrivialReject -- tile within tri's bbox does not intersect tri -> move on // 2) TrivialAccept -- tile within tri's bbox is completely within tri -> emit a full-tile coverage mask // 3) Overlap -- tile within tri's bbox intersects tri -> bin the triangle to given tile for further rasterization where block/pixel-level coverage masks will be emitted // (txx, tyy) = how many steps are done per dimension const float txxOffset = static_cast<float>(txx * m_RenderConfig.m_TileSize); const float tyyOffset = static_cast<float>(tyy * m_RenderConfig.m_TileSize); // Step from edge function computed above for the first tile in bbox float edgeFuncTR0 = edgeFunc0 + ((ee0.x * (scTileCornerOffsets[edge0TRCorner].x + txxOffset)) + (ee0.y * (scTileCornerOffsets[edge0TRCorner].y + tyyOffset))); float edgeFuncTR1 = edgeFunc1 + ((ee1.x * (scTileCornerOffsets[edge1TRCorner].x + txxOffset)) + (ee1.y * (scTileCornerOffsets[edge1TRCorner].y + tyyOffset))); float edgeFuncTR2 = edgeFunc2 + ((ee2.x * (scTileCornerOffsets[edge2TRCorner].x + txxOffset)) + (ee2.y * (scTileCornerOffsets[edge2TRCorner].y + tyyOffset))); // If TR corner of the tile is outside any edge, reject whole tile bool TRForEdge0 = (edgeFuncTR0 < 0.f); bool TRForEdge1 = (edgeFuncTR1 < 0.f); bool TRForEdge2 = (edgeFuncTR2 < 0.f); if (TRForEdge0 || TRForEdge1 || TRForEdge2) { LOG("Tile %d TR'd by thread %d\n", m_pRenderEngine->GetGlobalTileIndex(tx, ty), m_ThreadIdx); // TrivialReject // Tile is completely outside of one or more edges continue; } else { // Tile is partially or completely inside one or more edges, do TrivialAccept tests first // Compute edge functions at TA corners based on edge function at first tile origin float edgeFuncTA0 = edgeFunc0 + ((ee0.x * (scTileCornerOffsets[edge0TACorner].x + txxOffset)) + (ee0.y * (scTileCornerOffsets[edge0TACorner].y + tyyOffset))); float edgeFuncTA1 = edgeFunc1 + ((ee1.x * (scTileCornerOffsets[edge1TACorner].x + txxOffset)) + (ee1.y * (scTileCornerOffsets[edge1TACorner].y + tyyOffset))); float edgeFuncTA2 = edgeFunc2 + ((ee2.x * (scTileCornerOffsets[edge2TACorner].x + txxOffset)) + (ee2.y * (scTileCornerOffsets[edge2TACorner].y + tyyOffset))); // If TA corner of the tile is outside all edges, accept whole tile bool TAForEdge0 = (edgeFuncTA0 >= 0.f); bool TAForEdge1 = (edgeFuncTA1 >= 0.f); bool TAForEdge2 = (edgeFuncTA2 >= 0.f); if (TAForEdge0 && TAForEdge1 && TAForEdge2) { // TrivialAccept // Tile is completely inside of the triangle, no further rasterization is needed, // whole tile will be fragment-shaded! LOG("Tile %d TA'd by thread %d\n", m_pRenderEngine->GetGlobalTileIndex(tx, ty), m_ThreadIdx); // Append tile to the rasterizer queue m_pRenderEngine->EnqueueTileForRasterization(m_pRenderEngine->GetGlobalTileIndex(tx, ty)); CoverageMask mask; mask.m_SampleX = static_cast<uint32_t>(tilePosX + txxOffset); // Based off of first tile position calculated above mask.m_SampleY = static_cast<uint32_t>(tilePosY + tyyOffset); // Based off of first tile position calculated above mask.m_PrimIdx = primIdx; mask.m_Type = CoverageMaskType::TILE; // Emit full-tile coverage mask m_pRenderEngine->AppendCoverageMask( m_ThreadIdx, m_pRenderEngine->GetGlobalTileIndex(tx, ty), mask); } else { LOG("Tile %d binned by thread %d\n", m_pRenderEngine->GetGlobalTileIndex(tx, ty), m_ThreadIdx); // Overlap // Tile is partially covered by the triangle, bin the triangle for the tile m_pRenderEngine->BinPrimitiveForTile( m_ThreadIdx, m_pRenderEngine->GetGlobalTileIndex(tx, ty), primIdx); } } } }
Once we find TR and TA corners for all three edges, we enter the loop where we iterate over tiles within the range [minTile{X|Y}, maxTile{X|Y}) to apply inside/outside tests for each tile. That's simply the same test we've seen before, only difference being that the test is being performed for tile TR/TA corners. If a tile is TR'd, we move on. If a tile is TA'd, we emit a coverage mask for the whole tile (and make sure the tile is in the rasterizer queue) and continue. In the unfortunate event that a tile happens to be overlapping a tile, we bin the primitive to tile's per-thread bin, which is as simple as doing so:
void RenderEngine::BinPrimitiveForTile(uint32_t threadIdx, uint32_t tileIdx, uint32_t primIdx) { // Add primIdx to the per-thread bin of a tile std::vector<uint32_t>& tileBin = m_BinList[tileIdx][threadIdx]; if (tileBin.empty()) { // First encounter of primitive for tile, enqueue it for rasterization EnqueueTileForRasterization(tileIdx); } else { // Tile must have been already appended to the work queue ASSERT(m_TileList[tileIdx].m_IsTileQueued.test_and_set()); } // Append primIdx to the tile's bin tileBin.push_back(primIdx); }
void RenderEngine::EnqueueTileForRasterization(uint32_t tileIdx) { // Append the tile to the rasterizer queue if not already done if (!m_TileList[tileIdx].m_IsTileQueued.test_and_set(std::memory_order_acq_rel)) { // Tile not queued up for rasterization, do so now m_RasterizerQueue.InsertTileIndex(tileIdx); } }
Rasterizer queue is a simple FIFO of tile indices that are waiting to be rasterized (in case a tile was overlapping a primitive) or fragment-shaded (TA'd tiles) in next stages. With that we can wrap up the geometry processing and proceed with rasterization. For reference, here is Hello, Triangle! sample by default vs trivially-accepted tiles no-op'd:
Before any thread can proceed to the rasterizer stage, they stall until all threads have reached post-binning stage, which is necessary to establish that all primitives have been binned to tiles before rasterizer goes and does its thing. As soon as all threads complete all stages of geometry processing, they start processing tiles from the rasterizer queue.
// To preserve rendering order, we must ensure that all threads finish binning primitives to tiles // before rasterization is started. To do that, we will stall all threads to sync @DRAWCALL_RASTERIZATION // Set state to post binning and stall until all PipelineThreads complete binning m_CurrentState.store(ThreadStatus::DRAWCALL_SYNC_POINT_POST_BINNER, std::memory_order_release); m_pRenderEngine->WaitForPipelineThreadsToCompleteBinning();
The essence of Rasterizer is remarkably simple if you grasped the idea of binning: We apply the same set of TR/TA tests at block level this time, descending from tile level:
Threads fetch next available tile index from the rasterizer queue and operate on given tile by applying above-mentioned tests for all primitives binned to this tile in parallel again.
As in the binning stage, using the bounding box, we find the minimum and maximum block indices which overlap the primitive, determine block TR/TA corners for all edges and loop over the range to see what blocks could be TR'd or TA'd or ignored altogether. If a block is TR'd, again, we move on. If it's TA'd, we emit a coverage mask for the whole block and continue. Otherwise, we need to descend once more, into pixel level to perform edge tests to emit coverage masks for pixels. The nice thing is that we can rasterize multiple pixels in parallel by leveraging SIMD:
// Position of the block that we're testing at pixel level float blockPosX = (firstBlockWithinBBoxX + bxxOffset); float blockPosY = (firstBlockWithinBBoxY + byyOffset); // Compute E(x, y) = (x * a) + (y * b) c at block origin once __m128 sseEdge0FuncAtBlockOrigin = _mm_set1_ps(ee0.z + ((ee0.x * blockPosX) + (ee0.y * blockPosY))); __m128 sseEdge1FuncAtBlockOrigin = _mm_set1_ps(ee1.z + ((ee1.x * blockPosX) + (ee1.y * blockPosY))); __m128 sseEdge2FuncAtBlockOrigin = _mm_set1_ps(ee2.z + ((ee2.x * blockPosX) + (ee2.y * blockPosY))); // Store edge 0 equation coefficients __m128 sseEdge0A4 = _mm_set_ps1(ee0.x); __m128 sseEdge0B4 = _mm_set_ps1(ee0.y); // Store edge 1 equation coefficients __m128 sseEdge1A4 = _mm_set_ps1(ee1.x); __m128 sseEdge1B4 = _mm_set_ps1(ee1.y); // Store edge 2 equation coefficients __m128 sseEdge2A4 = _mm_set_ps1(ee2.x); __m128 sseEdge2B4 = _mm_set_ps1(ee2.y); // Generate masks used for tie-breaking rules (not to double-shade along shared edges) __m128 sseEdge0A4PositiveOrB4NonNegativeA4Zero = _mm_or_ps(_mm_cmpgt_ps(sseEdge0A4, _mm_setzero_ps()), _mm_and_ps(_mm_cmpge_ps(sseEdge0B4, _mm_setzero_ps()), _mm_cmpeq_ps(sseEdge0A4, _mm_setzero_ps()))); __m128 sseEdge1A4PositiveOrB4NonNegativeA4Zero = _mm_or_ps(_mm_cmpgt_ps(sseEdge1A4, _mm_setzero_ps()), _mm_and_ps(_mm_cmpge_ps(sseEdge1B4, _mm_setzero_ps()), _mm_cmpeq_ps(sseEdge1A4, _mm_setzero_ps()))); __m128 sseEdge2A4PositiveOrB4NonNegativeA4Zero = _mm_or_ps(_mm_cmpgt_ps(sseEdge2A4, _mm_setzero_ps()), _mm_and_ps(_mm_cmpge_ps(sseEdge2B4, _mm_setzero_ps()), _mm_cmpeq_ps(sseEdge2A4, _mm_setzero_ps()))); for (uint32_t py = 0; py < g_scPixelBlockSize; py++) { // Store Y positions in current row (all samples on the same row has the same Y position) __m128 sseY4 = _mm_set_ps1(py + 0.5f); for (uint32_t px = 0; px < g_scNumEdgeTestsPerRow; px++) { // E(x, y) = (x * a) + (y * b) + c // E(x + s, y + t) = E(x, y) + s * a + t * b // Store X positions of 4 consecutive samples __m128 sseX4 = _mm_setr_ps( g_scSIMDWidth * px + 0.5f, g_scSIMDWidth * px + 1.5f, g_scSIMDWidth * px + 2.5f, g_scSIMDWidth * px + 3.5f); // a * s __m128 sseEdge0TermA = _mm_mul_ps(sseEdge0A4, sseX4); __m128 sseEdge1TermA = _mm_mul_ps(sseEdge1A4, sseX4); __m128 sseEdge2TermA = _mm_mul_ps(sseEdge2A4, sseX4); // b * t __m128 sseEdge0TermB = _mm_mul_ps(sseEdge0B4, sseY4); __m128 sseEdge1TermB = _mm_mul_ps(sseEdge1B4, sseY4); __m128 sseEdge2TermB = _mm_mul_ps(sseEdge2B4, sseY4); // E(x+s, y+t) = E(x,y) + a*s + t*b __m128 sseEdgeFunc0 = _mm_add_ps(sseEdge0FuncAtBlockOrigin, _mm_add_ps(sseEdge0TermA, sseEdge0TermB)); __m128 sseEdgeFunc1 = _mm_add_ps(sseEdge1FuncAtBlockOrigin, _mm_add_ps(sseEdge1TermA, sseEdge1TermB)); __m128 sseEdgeFunc2 = _mm_add_ps(sseEdge2FuncAtBlockOrigin, _mm_add_ps(sseEdge2TermA, sseEdge2TermB)); //E(x, y): // E(x, y) > 0 // || // !E(x, y) < 0 && (a > 0 || (a = 0 && b >= 0)) // // Edge 0 test __m128 sseEdge0Positive = _mm_cmpgt_ps(sseEdgeFunc0, _mm_setzero_ps()); __m128 sseEdge0Negative = _mm_cmplt_ps(sseEdgeFunc0, _mm_setzero_ps()); __m128 sseEdge0FuncMask = _mm_or_ps(sseEdge0Positive, _mm_andnot_ps(sseEdge0Negative, sseEdge0A4PositiveOrB4NonNegativeA4Zero)); // Edge 1 test __m128 sseEdge1Positive = _mm_cmpgt_ps(sseEdgeFunc1, _mm_setzero_ps()); __m128 sseEdge1Negative = _mm_cmplt_ps(sseEdgeFunc1, _mm_setzero_ps()); __m128 sseEdge1FuncMask = _mm_or_ps(sseEdge1Positive, _mm_andnot_ps(sseEdge1Negative, sseEdge1A4PositiveOrB4NonNegativeA4Zero)); // Edge 2 test __m128 sseEdge2Positive = _mm_cmpgt_ps(sseEdgeFunc2, _mm_setzero_ps()); __m128 sseEdge2Negative = _mm_cmplt_ps(sseEdgeFunc2, _mm_setzero_ps()); __m128 sseEdge2FuncMask = _mm_or_ps(sseEdge2Positive, _mm_andnot_ps(sseEdge2Negative, sseEdge2A4PositiveOrB4NonNegativeA4Zero)); // Combine resulting masks of all three edges __m128 sseEdgeFuncResult = _mm_and_ps(sseEdge0FuncMask, _mm_and_ps(sseEdge1FuncMask, sseEdge2FuncMask)); uint16_t maskInt = static_cast<uint16_t>(_mm_movemask_ps(sseEdgeFuncResult)); // If at least one sample is visible, emit coverage mask for the tile if (maskInt != 0x0) { // Quad mask points to the first sample CoverageMask mask; mask.m_SampleX = static_cast<uint32_t>(blockPosX + (g_scSIMDWidth * px)); mask.m_SampleY = static_cast<uint32_t>(blockPosY + py); mask.m_PrimIdx = primIdx; mask.m_Type = CoverageMaskType::QUAD; mask.m_QuadMask = maskInt; // Emit a quad mask m_pRenderEngine->AppendCoverageMask(m_ThreadIdx, nextTileIdx, mask); } } }
Assuming you'll excuse this ugly SIMD soup (I blame partly MSVC for generating code that's rather non-optimal for such trivial arithmetic operations, sigh), it should be fairly easy to follow here: We pick 4 pixels in a row of a block, which is 8×8 pixels by default, perform edge tests and generate a coverage mask for the 4-fragment group. If such group is found to contain at least one sample who's visible (e.g if (maskInt != 0x0 check), we emit a coverage mask for this group of fragments and continue until we have iterated all pixels in a block. Rinse and repeat for all blocks in the range and there is our Rasterizer!
The tricky thing here is that it'll only pay off to incur overhead for rasterization at such finer level as long as majority of the binned triangles in a tile will be bigger than a single block, as otherwise we end up throwing away all the computations done at higher levels, which is why HW implementations usually have multiple mitigations for small triangles.
Fragment Shading
Having reached post-rasterization stage, we encounter another synchronization point:
// Rasterization completed, set state to post raster and // stall until all PipelineThreads complete rasterization. // We need this sync because when (N-x) threads finish rasterization and // reach the end of tile queue while x threads are still busy rasterizing tile blocks, // we must ensure that none of the (N-x) non-busy threads will go ahead and start fragment-shading tiles // whose blocks could be currently still rasterized by x remaining threads m_CurrentState.store(ThreadStatus::DRAWCALL_SYNC_POINT_POST_RASTER, std::memory_order_release); m_pRenderEngine->WaitForPipelineThreadsToCompleteRasterization();
Ensuring that all threads reach FS stage at the same time after stalling until all of them complete rasterization, we enter the last stage of the pipeline. As in rasterization stage, FS will operate on tiles fetched from the rasterizer queue in parallel by consuming coverage masks that we've emitted first in Binning and then Rasterization stages.
auto& currentSlot = pCoverageMaskBuffer->m_AllocationList[numAlloc]; for (uint32_t numMask = 0; numMask < currentSlot.m_AllocationCount; numMask++) { ASSERT(pCoverageMaskBuffer->m_AllocationList[numAlloc].m_pData != nullptr); CoverageMask* pMask = ¤tSlot.m_pData[numMask]; // In many cases, next N coverage masks will have been generated for the same primitive // that we're fragment-shading at tile, block or fragment levels here, // it could be optimized so that the EE coefficients of the same primitive won't be fetched // from memory over and over again, unsure what gain, if anything it'd yield... // First fetch EE coefficients that will be used (in addition to edge in/out tests) for perspective-correct interpolation of vertex attributes const glm::vec3 ee0 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * pMask->m_PrimIdx + 0]; const glm::vec3 ee1 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * pMask->m_PrimIdx + 1]; const glm::vec3 ee2 = m_pRenderEngine->m_SetupBuffers.m_pEdgeCoefficients[3 * pMask->m_PrimIdx + 2]; // Store edge 0 coefficients __m128 sseA4Edge0 = _mm_set_ps1(ee0.x); __m128 sseB4Edge0 = _mm_set_ps1(ee0.y); __m128 sseC4Edge0 = _mm_set_ps1(ee0.z); // Store edge 1 equation coefficients __m128 sseA4Edge1 = _mm_set_ps1(ee1.x); __m128 sseB4Edge1 = _mm_set_ps1(ee1.y); __m128 sseC4Edge1 = _mm_set_ps1(ee1.z); // Store edge 2 equation coefficients __m128 sseA4Edge2 = _mm_set_ps1(ee2.x); __m128 sseB4Edge2 = _mm_set_ps1(ee2.y); __m128 sseC4Edge2 = _mm_set_ps1(ee2.z); const SIMDEdgeCoefficients simdEERegs = { sseA4Edge0, sseA4Edge1, sseA4Edge2, sseB4Edge0, sseB4Edge1, sseB4Edge2, sseC4Edge0, sseC4Edge1, sseC4Edge2, }; switch (pMask->m_Type) { case CoverageMaskType::TILE: LOG("Thread %d fragment-shading tile %d\n", m_ThreadIdx, nextTileIdx); FragmentShadeTile(pMask->m_SampleX, pMask->m_SampleY, pMask->m_PrimIdx, simdEERegs); break; case CoverageMaskType::BLOCK: LOG("Thread %d fragment-shading blocks\n", m_ThreadIdx); FragmentShadeBlock(pMask->m_SampleX, pMask->m_SampleY, pMask->m_PrimIdx, simdEERegs); break; case CoverageMaskType::QUAD: LOG("Thread %d fragment-shading coverage masks\n", m_ThreadIdx, ee0, ee1, ee2); FragmentShadeQuad(pMask, simdEERegs); break; default: ASSERT(false); break; } }
Before we invoke the user-defined FS routine, first we compute what's called parameter basis functions, which is a direct implementation of the method described in the paper I've linked before. The essence of this is that instead of computing an interpolation vector per parameter, they find basis functions by which any parameter can be (perspective-correct) interpolated:
void PipelineThread::ComputeParameterBasisFunctions( uint32_t sampleX, uint32_t sampleY, const SIMDEdgeCoefficients& simdEERegs, __m128* pSSEf0XY, __m128* pSSEf1XY) { // R(x, y) = F0(x, y) + F1(x, y) + F2(x, y) // r = 1/(F0(x, y) + F1(x, y) + F2(x, y)) // Store X positions of 4 consecutive samples __m128 sseX4 = _mm_setr_ps( sampleX + 0.5f, sampleX + 1.5f, sampleX + 2.5f, sampleX + 3.5f); // x x+1 x+2 x+3 // Store Y positions of 4 samples in a row (constant) __m128 sseY4 = _mm_set_ps1(sampleY); // y y y y // Compute F0(x,y) __m128 sseF0XY4 = _mm_add_ps(simdEERegs.m_SSEC4Edge0, _mm_add_ps( _mm_mul_ps(sseY4, simdEERegs.m_SSEB4Edge0), _mm_mul_ps(sseX4, simdEERegs.m_SSEA4Edge0))); // Compute F1(x,y) __m128 sseF1XY4 = _mm_add_ps(simdEERegs.m_SSEC4Edge1, _mm_add_ps( _mm_mul_ps(sseY4, simdEERegs.m_SSEB4Edge1), _mm_mul_ps(sseX4, simdEERegs.m_SSEA4Edge1))); // Compute F2(x,y) __m128 sseF2XY4 = _mm_add_ps(simdEERegs.m_SSEC4Edge2, _mm_add_ps( _mm_mul_ps(sseY4, simdEERegs.m_SSEB4Edge2), _mm_mul_ps(sseX4, simdEERegs.m_SSEA4Edge2))); // Compute F(x,y) = F0(x,y) + F1(x,y) + F2(x,y) __m128 sseR4 = _mm_add_ps(sseF2XY4, _mm_add_ps(sseF0XY4, sseF1XY4)); // Compute perspective correction factor sseR4 = _mm_rcp_ps(sseR4); // Assign final f0(x,y) & f1(x,y) *pSSEf0XY = _mm_mul_ps(sseR4, sseF0XY4); *pSSEf1XY = _mm_mul_ps(sseR4, sseF1XY4); // Basis functions f0, f1, f2 sum to 1, e.g. f0(x,y) + f1(x,y) + f2(x,y) = 1 so we'll skip computing f2(x,y) explicitly }
Implementation for different coverage masks (tile/block/quads) is almost the same so I will refer to the quad mask for completeness. Note that this is the tightest code path, so we try to keep as SIMD-powered as possible.
void PipelineThread::FragmentShadeQuad(CoverageMask* pMask, const SIMDEdgeCoefficients& simdEERegs) { FragmentShader FS = m_pRenderEngine->m_FragmentShader; // Vertex attributes to be interpolated and passed to FS InterpolatedAttributes interpolatedAttribs; // Parameter interpolation basis functions __m128 ssef0XY, ssef1XY; // Calculate basis functions f0(x,y) & f1(x,y) once ComputeParameterBasisFunctions( pMask->m_SampleX, pMask->m_SampleY, simdEERegs, &ssef0XY, &ssef1XY); // Interpolate depth values prior to depth test __m128 sseZInterpolated = InterpolateDepthValues(pMask->m_PrimIdx, ssef0XY, ssef1XY); // Load current depth buffer contents __m128 sseDepthCurrent = m_pRenderEngine->FetchDepthBuffer(pMask->m_SampleX, pMask->m_SampleY); // Perform LESS_THAN_EQUAL depth test __m128 sseDepthRes = _mm_cmple_ps(sseZInterpolated, sseDepthCurrent); // Interpolate active vertex attributes InterpolateVertexAttributes(pMask->m_PrimIdx, ssef0XY, ssef1XY, &interpolatedAttribs); // 4-sample fragment colors FragmentOutput fragmentOutput; // Invoke FS and update color/depth buffer with fragment output FS(&interpolatedAttribs, m_pRenderEngine->m_pConstantBuffer, &fragmentOutput); // Generate color mask from 4-bit int mask set during rasterization __m128i sseColorMask = _mm_setr_epi32( pMask->m_QuadMask & g_scQuadMask0, pMask->m_QuadMask & g_scQuadMask1, pMask->m_QuadMask & g_scQuadMask2, pMask->m_QuadMask & g_scQuadMask3); sseColorMask = _mm_cmpeq_epi32(sseColorMask, _mm_set_epi64x(0x800000004, 0x200000001)); // AND depth mask & coverage mask for quads of fragments __m128 sseWriteMask = _mm_and_ps(sseDepthRes, _mm_castsi128_ps(sseColorMask)); // Write interpolated Z values m_pRenderEngine->UpdateDepthBuffer(sseWriteMask, sseZInterpolated, pMask->m_SampleX, pMask->m_SampleY); // Write fragment output m_pRenderEngine->UpdateColorBuffer(sseWriteMask, fragmentOutput, pMask->m_SampleX, pMask->m_SampleY); }
After computing basis functions, we first interpolate Z values and perform depth test. Noting the result of depth test, we interpolate all other user-defined vertex attributes which we previously set up after VS, pass them into the FS routine which we invoke next and collect the 4-sample fragment color output. For tile/blocks, we have a single write mask which is the depth result, as we know for sure that all TA'd tiles/blocks are visible. For quad of fragments, we also use the coverage mask to mask-store depth and color values back to the frame buffer. And with that, we complete our journey into a simple tile-based rasterizer.
Now that we have completed a tour around the internals of the tile-based rasterizer, a few ideas to play with and ultimately improve it come to mind:
- Playing with rasterizer configuration, trying out different tile sizes, number of threads, iteration size, etc. to see how it all affects the performance
- Swapping TR results with TA results to see TR'd tiles being rendered
- Injecting a tileIdx variable into shader metadata and passing it to FS to color mesh parts based on the index of tile in which they are rendered
- Integrating AVX (or even AVX-512!) into the pipeline, see how it affects performance on each workload (spoiler: I did it for AVX, gives around 30-50% performance gain on most scenes)
- Finding performance bottlenecks for different scenes and trying to optimize them
- Just attaching debugger and tracing triangles in the pipeline step-by-step
Therefore, I highly recommend for everyone to compile the projects and give it a try! If you'd like to just see it all in action, find Hello, Triangle! sample here and Scene Rendering sample here (and assets pack here if you wish to render more complex scenes)
Most, if not all of this stuff was inspired/taken shamelessly/adapted by following articles/papers so if you want to ultimately know more or understand better, for reference:


text:
Restaurants: RTN Wants You!
Get great content like this right in your inbox.Subscribe
Join nearly 90 restaurant & supplier brands inside a community where the industry's brightest tech talent unites to solve challenges. As a restaurant, active participation in the Restaurant Technology Network (RTN) is all that's required to become a member. Click here for easy, seamless sign-up.

subset: commoncrawl


text:
WATCH: Crown The Empire "Bloodline" Music Video
Crown The Empire has released a new music video for song "Bloodline" off their most recent album The Resistance: Rise of The Runaways. Check out the video below and let us know your thoughts.
Crown The Empire will be playing at Never Say Never Fest next march. You can buy concert tickets here or purchase a CD here.
Please follow and like us:
The following two tabs change content below.
Angie Flores
Editor at Infectious Magazine
Angie is a Boston-based music photographer, journalist, and marketer. Catch her out and about at local shows and drinking more coffee than she should
Latest posts by Angie Flores (see all)
- Mental Health Matters: Why Don't You Sing? - November 14, 2018
- STREAM: ZOLA "Blue" - September 17, 2018
- STREAM: Compathy "Cannon" - April 20, 2018


text:
AIS through our business arm, AIS Global, continues its support for the Logistics Industry Reference Committee (LIRC) in Vietnam, an initiative of the Australian Government's Aus4Skills program. The LIRC is focused on supporting the needs of the Vietnamese logistics sector in having a highly skilled workforce with a pressing focus on supporting the recovery response to COVID-19.
At the recent LIRC meeting, conducted in April via webinar, we provided some insights from an Australian perspective and support for the work they are currently undertaking in response to COVID-19 impacts. Members provided valuable input from their business approaches and learnings and that of their broader networks.
The importance of an engagement and advisory forum, such as the LIRC, to provide critical real-time information from across business as well as the VET sector to support on-the-ground initiatives was highlighted. An impact assessment report is being developed by the LIRC to support their advice as well as to inform skills forecasting.
Our work in developing a five-year roadmap to guide the LIRC's forward work program is being finalised as well as support for their communication activities and operations more broadly.


text:
Wish list
Save your personal favorites until your next visit.
Simply add a desired product to the wish list and Aerosoft US Shop will save it for you. Thus you are able to call up your selected products the next time you visit the online shop.
New York Airports V2 X (KJFK, KLGA,...
Manufacturer: Drzewiecki Design
Order number: AS14136
Added on: 15 Aug 2020
Available as instant download


text:
'Lawn' Coming to DC this Summer
John Hill
1. May 2019
Visualization: LAB at Rockwell Group
The National Building Museum in Washington, DC, has released renderings for its sixth annual Summer Block Party installation. Lawn, designed by the LAB at Rockwell Group, will fill the museum's Great Hall as a sloping green surface.
David Rockwell, head of New York's Rockwell Group, describes the American lawn as "a fascinating example of a typology that straddles the line between public and private space." Seeing backyard and public green lawns as places that "bring people together and foster a sense of community," the firm's goal was to "create an indoor lawn that would inspire people to share stories, make memories, and daydream, while honoring the great tradition of summertime."
In turn, Lawn will be a synthetic green surface built atop terraced scaffolding in NBM's grand central hall (the 19th-century building originally served as the headquarters of the United States Pension Bureau). People can lounge across the lawn at various communal areas or sit in hammocks where hidden speakers broadcast recorded summertime stories written by "prominent American storytellers." A scaffolding tower will also give visitors "never-before-seen views of the Great Hall, column capitals, and sculptural busts lining the roof."
Visualization: LAB at Rockwell Group
The LAB at Rockwell Group — an "experience design studio that builds memorable spaces that engage the senses through strategic storytelling, immersive environments, and evocative content" — will layer an augmented reality app over the surface. The custom software will enable visitors "to chase and collect fireflies throughout the lawn" and then "release" them back into the space.
After the installation's two-month run this summer, the 100% recyclable fake lawn, made of of sustainably grown sugarcane on a soybean-based backing, will be repurposed, while the scaffolding will be reused on other projects in DC. Lawn will be on display at the National Building Museum from July 4 through September 2, 2019.
Related articles
The National 'Lawn'
on 7/9/19
'Lawn' Coming to DC this Summer
on 5/1/19
Adjaye Wins Beazley Design of the Year 2017
on 1/26/18


text:
What could a government-run single payer healthcare system in New York mean for employers, employees and taxpayers? Join the Buffalo Niagara Partnership, the Business Council of New York State and NFIB to find out.
Join a panel of experts to learn how a government-run single payer healthcare system will impact patients, providers, taxpayers and our state's economy, and how you can get involved.
Don't miss out on this timely conversation.
Thursday, May 23, 2019
8:00 – 9:30am
Buffalo Niagara Partnership
257 West Genesee Street
Buffalo, NY 14202
There is no cost to attend, but registration is required, so register today.
Continental breakfast and complimentary parking.
Registration & Networking: 8:00am
Presentation and Q&A: 8:30am - 9:30am


text:
Wholesale interiors Celie Classic French Indoor and Outdoor Grey and White Bamboo Style Stackable Bistro Dining Chair Set of 2 WA-4307V-White/Blue-DC
Save 34%
SKU baxton-studios-WA-4307V-White/Blue-DC
Bring the charm of the classic French bistro to your home with the Celie dining chair. Constructed from aluminum and coated in powder, the Celie features a high backrest that provides support and comfort. This stackable dining chair is designed for everyday use and is superbly suited for a deck, balcony or indoor space. Featuring a bamboo style frame with multi-color accents, the Celie is easy to coordinate with a wide range of decorative styles. The Celie dining chair is made in China and will arrive fully assembled.
- Classic French style bistro dining chair
- Aluminum construction with bamboo look powder coating
- Suitable for a deck, terrace, or indoor space
- Chairs are recommended for storage in a covered area during the winter season
- Stackable
- Will arrive fully assembled
- Wipe Clean
- Overall Dimensions: 18.5"W x 21.85"D x 34.25"H


text:
Press Statement by Susan Daggett, Earthjustice Staff Attorney
Grand County, Utah, the Grand Canyon Trust, the Sierra Club, Earthjustice Legal Defense Fund, and local outfitters and individuals welcome Secretary Babbitt and Governor Leavitt to Moab and, especially, welcome their interest in the reclamation of the Atlas uranium mill tailings site. We urge Secretary Babbitt and Gov. Leavitt to intervene in the clean-up efforts to ensure proper reclamation of this site, and we are eager to work with both the Department of Interior and the State of Utah to protect the Colorado River ecosystem and human health for future generations.
Containing 10.5 million tons of toxic tailings, the Atlas dump is the largest impoundment of radioactive mill wastes ever accumulated near a U.S. river. Oak Ridge National Laboratory documented a plume of intensely contaminated groundwater a mile wide and forty feet deep discharging from the tailings directly into the Colorado River, a drinking water source for 20 million Americans. Immediately downstream are Canyonlands National Park, Glen Canyon National Recreation Area, the Grand Canyon, and Lake Mead, where major urban water withdrawals begin. Ultimately, nearly every drop in the river is diverted for human use.
The Atlas pile should have been moved from the Colorado River floodplain years ago. The Department of Energy has invested over a billion dollars relocating nine other tailings piles that threatened rivers in the southwest, piles far smaller and less polluting than Atlas. In fact, this pile is the only nuclear waste dump remaining beside a river, even though there is a nearby site that it perfectly suited to permanent disposal. However, because the Atlas mill was still in operation when Congress addressed the tailings issue in 1978, federal law directed Atlas to reclaim the site itself, with oversight by the Nuclear Regulatory Commission. Neither the company nor NRC has the money needed to address the massive water pollution leaking from the unlined pile (Atlas has filed for Chapter 11 bankruptcy and NRC has no appropriation for actual reclamation activities). Lacking alternatives, NRC is expected to approve Atlas' bare-bones proposal to reclaim the site by simply placing a dirt cap over the top. Such a plan will do nothing to stop contamination of the river, which is expected to continue for hundreds of years.
We have filed a lawsuit to ensure that the waste is moved and the site properly cleaned up for now and for future generations. However, executive leadership is needed to avert an environmental and financial fiasco. We ask Secretary Babbitt and Governor Leavitt to work with federal agencies and the Congress to craft a clean-up worthy of the river that is the primary water supply for the entire Southwest.


text:
Web Design Services in College Station Texas
Want Skilled Web Design Services By College Station Texas?
Web Unlimited Supplies Web Design Services To Customers!
Dial 979-599-7530!
The majority of people near College Station Texas utilize Google when in need of an important company. In case the first webpage you choose is lousy – it lacks contact info, lots of incorrectly spelled words, plus an unpleasant style and design – you probably won't pick that company. If the subsequent page appears professional, organized, and very easy to understand, which one do you choose?
The best sites are developed by Web Design Services by web design corporations who are well-versed – providers such as Web Unlimited who have over ten years of practice producing webpages close to College Station Texas.
Get The Best Web Design Here!
Your homepage makes it obvious to possible clients who you really are as a business. If it's nice looking and simple to get through, customers will be willing to consider your system or service. At Web Unlimited, our staff work hard to produce websites with your specific ideas in mind, and still making use of confirmed techniques to gain several potential clients for your business around College Station Texas. Never overlook the benefits of outstanding Web Design Services!
One can find quite a few selling points which make Web Unlimited your perfect source of Web Design Services. The following are some that are popular with our clientele within College Station Texas:
- Web Unlimited boosts your advertising through color schemes, pictures, and content placement!
- Web Unlimited studies visitor tendencies to achieve an innovative interface!
- Web Unlimited plans accommodating sites to help you add and get rid of functions as needed!
The best Web Design Services may attract individuals onto your site and compel them to choose your products and/or services. At Web Unlimited, we are leading the College Station Texas industry regarding Web Design Services – we genuinely know website design. Speak with Web Unlimited immediately!
Web Unlimited
The Finest Supplier Of Web Design Services In College Station Texas!
Call 979-599-7530!


text:
10 Ideas for Micro Market Company Break Rooms During COVID Times
Employees are increasingly returning to work as stay-at-home orders due to Covid-19 are being lifted. Micro market hosts locations can take this opportunity to partner with their market operator to reintroduce their micro market break room to those employees. Having a great onsite company break room with fresh foods can encourage employees to stay on-site for meals and breaks. This can limit the chances of virus exposure compared to leaving the workplace for meals. Below are ten ideas for company break room micro markets best practices during this time.
- No-Touch Purchases
- Mobile App Use
- Floor Decals
- Market Signage
- Market Cleaning Logs
- Micro Markets vs. Vending- Which is Safer?
- Market Sanitation Communications
- Market Re-Grand Openings
- Communicating with Market Operators
- Employee Rewards Programs
No-Touch Purchases & Using the Mobile App
As employees return to work, it's important to remember that they can make a purchase at the market without touching the kiosk screen. Simply scan items and then scan market member card or mobile app for payment. If users have not yet setup their mobile app, encourage them to download it. They can associate an existing member card with the app and transfer any existing balances. They can also create a new account right from their phone.
Floor Decals & Market Signage
Physical distancing is probably something you are already thinking about in your workplace and breakroom. Work with your market operator to use floor decals to make sure shoppers keep appropriate distance from one another.
You can also post market signage to remind employees to wash their hands before and after using the market, and to only touch items they intend to purchase.
Cleaning Logs & Sanitation Practices
With today's heightened awareness of cleaning and sanitation across company locations, market hosts may want to partner with their operator to align on cleaning schedule and tracking. Some Avanti operators may be using specially-designed cooler handles to keep high-touch handles safe. Partner with your operator to employ correct cleaning techniques so equipment does not get damaged.
You can also keep a joint cleaning log so market users know when the market was cleaned and feel more confident using the service.
Considering Vending Instead?
There are differences between micro-markets and vending as it relates to consumer touch points. While products may be behind glass in a vending machine, making a purchase still requires touching the same control panel as everyone else, as well as reaching into the same dispensing slot. With micro-markets, foods can be picked up and purchased without touching the kiosk screen. So while the 'open' concept of a market may seem less safe, markets can actually be used in a very safe manner with limited touch points.
Market Re-Grand Openings
This may be the time to work with your market operator to host a 're-grand opening'. This will reacquaint your employees with the market and can be a great way to showcase no-touch purchase options and other safety measure you have put in place.
You can even work with your service provider to add credits to employee market accounts to encourage them to use the market and stay onsite instead of going out for meals and snacks and lending themselves to further exposure.
Communicating with your Market Operator
Communicating openly with your market operator about the steps you are each taking to maintain safety will go a long way in the strength of your relationship. Communicate openly about new policies or procedures at your workplace that may affect how the market drivers come on site to stock the market. Are there specific doors to use or traffic flow they need to follow? What times of day are they permitted inside? Proactive communication can help the market continue to be well-stocked to meet your employee needs.
Employee Rewards Programs
Work with your market operator to enact a new rewards program for your employees. You can use meal allowances, one-time use coupons, or product promotions to show appreciation to your employees and encourage them to use the market.
Reopening Breakroom Micro-Markets Safely for Employee Returning to Work
With health and safety at top of mind for everyone right now returning to the workplace, working with your market operator on some or all of these ideas can help maintain the confidence of your employees. They'll want to know the steps you are taking to keep them safe and the ideas here can help you achieve that goal.
More to Discover
Changing Food Service at Work
CDC Guidance for Office Buildings


text:
Ever heard that saying that giving itself is a gift? Well, it definitely applies to oral sex. Oral can be just as fun for the giver as it is for the receiver, especially if you experiment with brand-new moves that both of you will love. For both men and women, the area around the anus is filled with plenty of tiny nerve endings that feel wonderful when stimulated with the hands or tongue, says Laura Berman , Ph. Just make sure you discuss this with your partner first so there are no surprises.
Malin Akerman. Age: 25. Do you need to hide from the outside world and satisfy in bed ?! Oh, with me it is not enough that it is possible, I also very much want it. You will swim in the oceans and seas of my passion and tenderness!
These Oral Sex Tips Will Blow Him Away In Bed
17 Oral Sex Techniques For Mind Altering Orgasms
If you're new here, you may want to get my discreet newsletter to learn how to make him sexually obsessed with you and only you. Click here to get it. It's free. It's discreet.
Mary Elizabeth Winstead. Age: 24. I have a flirtatious nature, I love seducing. I'm kinky and open-minded. With me you will forget about your stressful job. I'll make you relax. Everything in my body is natural. I have a pretty face and beautiful brown eyes. You will never forget our time together, you'll want more and more.
27 Ways to Up Your Oral Sex Game Even More
For some, being able to give an incredible blow job and leave their lover panting with pleasure is a point of pride. However, others lack confidence. It can be empowering to know that you are completely in charge of making your man feel amazing, making the experience genuinely enjoyable for both partners.
Whether you use the technical term fellatio or call it a blowjob, going down, giving head, or something else, performing fellatio is an act that requires a lot of trust and a little bit of knowledge. If you believe everything you hear, you might think that guys love this so much technique and intent don't matter. Think again. In reality, there is a lot of variation in fellatio skills, and knowing how to read your partner, what to do to him, and when to do it can make all the difference. We mostly think of fellatio as being one person licking or sucking a partner's penis.


text:
Streptococcus pneumoniae
Methods and Protocols
Editors: Iovino, Federico (Ed.)Free Preview
- Includes cutting-edge methods and protocols
- Provides step-by-step detail essential for reproducible results
- Contains key notes and implementation advice from the experts
Buy this book
- eBook $149.00
price for USA in USD
- Digitally watermarked, DRM-free
- Included format: PDF, EPUB
- ebooks can be used on all reading devices
- Immediate eBook download after purchase
- Hardcover $199.99
price for USA in USD
- with online files
- Free shipping for individuals worldwide
- Immediate ebook access, if available*, with your print order
- Usually dispatched within 3 to 5 business days.
- About this book
This volume looks at the newest methods, materials, equipment, and technologies developed to study the cell biology of the pneumococcus. The chapters, which cover a wide range of topics, are organized into six parts: Part one discusses the cultivation of Streptococcus pneumoniae in vitro; Part Two talks about the microscopy techniques used to study the biology of Streptococcus pneumoniae and pneumococcal interactions with the host; Parts Three and Four describe the genetics, proteome, and proteomics of Streptococcus pneumoniae; Part Five explains in vitro and in vivo models of Streptococcus pneumoniae-host interactions; and Part Six looks at the factors of public health, epidemiology, and biostatistics. Written in the highly successful Methods in Molecular Biology series format, chapters include introductions to their respective topics, lists of the necessary materials and reagents, step-by-step, readily reproducible laboratory protocols, and tips on troubleshooting and avoiding known pitfalls.
Cutting-edge and authoritative, Streptococcus pneumoniae: Methods and Protocols is a valuable resource for both novice and expert researchers who want to expand their studies into new areas and new systems in this continuously evolving field.
- Reviews
"The audience includes students, researchers, and microbiologists, as well as others in the fields of public health, epidemiology, and biostatistics related to Streptococcus pneumoniae. ... This is an excellent book on Streptococcus pneumoniae, with additional coverage of the related public health, epidemiology, and biostatistics aspects. I am sure that the information in this book will be of much help and interest to the intended audience." (Omer Iqbal, Doody's Book Reviews, December 7, 2019)
- Table of contents (18 chapters)
Optimal Conditions for Streptococcus pneumoniae Culture: In Solid and Liquid Media
Pages 3-10
Electron Microscopy to Study the Fine Structure of the Pneumococcal Cell
Pages 13-33
Immunofluorescent Staining and High-Resolution Microscopy to Study the Pneumococcal Cell
Pages 35-39
Construction of Fluorescent Pneumococci for In Vivo Imaging and Labeling of the Chromosome
Pages 41-51
High-Resolution and Super-Resolution Immunofluorescent Microscopy Ex Vivo to Study Pneumococcal Interactions with the Host
Pages 53-59
Table of contents (18 chapters)
Buy this book
- eBook $149.00
price for USA in USD
- Digitally watermarked, DRM-free
- Included format: PDF, EPUB
- ebooks can be used on all reading devices
- Immediate eBook download after purchase
- Hardcover $199.99
price for USA in USD
- with online files
- Free shipping for individuals worldwide
- Immediate ebook access, if available*, with your print order
- Usually dispatched within 3 to 5 business days.
Services for this Book
Recommended for you
Bibliographic Information
- Bibliographic Information
- Book Title
- Streptococcus pneumoniae
- Book Subtitle
- Methods and Protocols
- Editors
- Federico Iovino
- Series Title
- Methods in Molecular Biology
- Series Volume
- 1968
- Copyright
- 2019
- Publisher
- Humana Press
- Copyright Holder
- Springer Science+Business Media, LLC, part of Springer Nature
- eBook ISBN
- 978-1-4939-9199-0
- 10.1007/978-1-4939-9199-0
- Hardcover ISBN
- 978-1-4939-9198-3
- Series ISSN
- 1064-3745
- Edition Number
- 1
- Number of Pages
- Number of Illustrations
- 11 b/w illustrations, 26 illustrations in colour
- Topics
*immediately available upon purchase as print book shipments may be delayed due to the COVID-19 crisis. ebook access is temporary and does not include ownership of the ebook. Only valid for books with an ebook version. Springer Reference Works and instructor copies are not included.


text:
AOA's Choa "Confesses" She's Jealous Of Seolhyun, Then Turns The Tables On Hong Kyung Min
AOA's Choa was recently flustered by the curveball question that Hong Kyung Min threw at her during a game of "Of Course."
On the December 17 episode of JTBC's "Sing For You," Choa went up against Hong Kyung Min in a game of "Of Course," where both players take turns to make claims about the other person, who must then reply with "Of course," or lose the game. The game usually ends up becoming a hilarious battle of wits, as each side comes up with increasingly ridiculous and incriminating claims about the other. In "Sing For You," the winner gets to choose the story with which they must then produce a song for.
The moment the game began, Hong Kyung Min showed no mercy as he asked Choa, "To be honest, aren't you jealous of Seolhyun?" In order to win, Choa yelled back "Of course!" and sent the studio into a great commotion.
She then smartly took advantage of the moment, pretending to cry as she said, "I'm jealous of Seolhyun's figure. Even if I work for 10 hours, I won't be able to earn as much as her." Her forlorn words successfully turned the tables on Hong Kyung Min, who then became flustered. The other MCs also joked, "Is it time for AOA to hold an emergency press conference?"
"Sing For You" is a music program where songs are produced based on stories that surround themes like encouragement, separation, and confession. The MCs are Hong Kyung Min, Moon Hee Jun, producer Yoo Jae Hwan, and AOA's Choa.


text:
Crowd Forecast News Episode #172
Listen to the following guests, along with David J. Kosmider, the creator of TimingResearch.com, discuss the stocks submitted by people who registered to view this episode.
– Todd Salamone of SchaeffersResearch.com (first time guest!)
– Fausto Pugliese of CyberTradingUniversity.com
– Steve Lentz of OptionVue.com
– Jim Kenney of OptionProfessor.com
– Rob Hanna of InvestiQuant.com
Todd's prediction: Higher
Fausto's prediction: Lower
Steve's prediction: Lower
Jim's prediction: Higher
Rob' prediction: Higher
Timeline (watch on YouTube.com):
0:00 – Introductions.
8:00 – Question #1, Higher or Lower for this week?
11:00 – Questions #2 and #3, Confidence and Why?
25:00 – What are you watching for this week?
37:00 – Question #4, How are you dealing with the increased volatility?
56:00 – Individual trade ideas and Closing statements.
Download the show audio in MP3 (podcast) format: CrowdForecastNewsEpisode172.mp3
Download the show video in MP4 format: CrowdForecastNewsEpisode172.mp4
You can download this week's and all past reports here.
Guest Special Offers:
From Todd: Ready to start taking advantage of this wild market, and scoring some lightning-fast profits like 205%, 152%, and 279% with Todd Salamone? Schaeffer's Lightning Trader has grabbed a 3,541% total profit over the last 12 months, and this is your chance to receive 30 days of trades for just $30! You'll receive at least 25 trades targeting +100% in just a matter of days or weeks!
From Fausto: Get Started with a Free Course!
From Steve: OptionVue 8 Free 30-Day Trial – No Credit Card Required!
From Rob: InvestiQuant's IQ Swing Navigator is one of the most valuable, daily market briefings you can get.
From Jim: You can get comprehensive Option education here.
Other Partner Offer:
Get a FREE 'Test Drive' of the OptionVue 8 options analysis and trading software, including all data services and full access to the VXX Trading Tools during your 30-day trial period!


text:
Yuba County Sheriff Detectives are investigating an early morning (1/23/18) shooting on Dunning Avenue in Linda today that led to the death of a 20 year old Marysville man. Investigators were called to Rideout Hospital regarding a gunshot wound patient that had arrived by private vehicle at approximately 4:30am. The victim succumbed to his injuries shortly thereafter. The hospital was temporarily placed on lockdown as a precaution.
Yuba County Detectives are actively investigating the shooting which was determined to have occurred in the 6000 block of Dunning Avenue in Linda, prior to the victim arriving at the emergency room. No report of shots fired was received by the Sheriff's Office prior to the call to Rideout Hospital. It is believed the victim was shot while he was a passenger in a vehicle that was struck by gunfire on Dunning Avenue before being driven to the hospital in the vehicle.
**Additional information: The homicide victim has been identified as 20 year old Timothy Patrick Galusha of Marysville. The homicide remains under active investigation.


text:
I should have DNF ed this because it never succeeded in grabbing me My reading experience here was largely indifferent, I suspect because the plot was a bit too loosey goosey for too long There s the long lost son hero with an evil mother, the adopted pampered step daughter heroine who came from nothing, two dead parents, a dead best friend, and intrigue surrounding the family lumber mill and a lucrative railroad contract The whole thing was adrift at sea for entirely too long Also, the ending annoyed me no end You know that criticism that the romance genre reinforces traditional female societal roles Yeah, that And I m well aware this is a historical romance but it still yanked my chain. After the death of her stepfather Sara s dead stepbrother returns Something suspicious about his return and the fact that hes back from the dead It s pretty obvious the reasons he s back soon after the death of his father Not only that unexplainable things start to happen fires, shootings and accidents, in other words a mystery to solve.I loved this book there was plenty going on to keep me hooked I thought it was interesting getting the step brothers point of view in seeing waht went on on his side of the story on what really happens when it came to his death and the reason on why he was back I loved the Sara was pretty strong willed and was willing to take over her what he father left after his death even if it wasn t much of a role for a female like her during that time I m not a fan of historical fiction romance but I m slowly warming up to it and I can honestly say I really enjoyed this book I loved seeing the mystery unfold I enjoyed seeing the sparks fly between the two I loved every mishaps and when it came to this book there was never a dull moment Overall I really enjoyed it, it was a pretty good book. Lauri Robinson always writes a good story and Unwrapping the Rancher s Secret is no exception Sarah and Crofton are both interesting characters who have to deal with each other in a very trying time The death of Sarah s mother and step father bring Crofton and Sarah together Both are in danger and the story does a great job of building the danger I was a little surprised to find out who was the bad guy It was fun to try to guess even though I was wrong The one thing I did not like about the book the title For me it did not fit the story. A Ghost Of Christmas Past Heiress Sara Johnson Is Shocked When The Stepbrother She Believed Was Dead Returns To Colorado To Claim His Inheritance It Might Be The Season Of Goodwill, But Crofton Parks Seems Determined To Destroy His Late Father S Empire Sparks Fly As Crofton And Sara Are Forced To Work Together, And Soon She Begins To Uncover The Secrets Behind His Disappearance And Need For Revenge But A Far Unsettling Discovery Is The Desire He Awakens In Sara This Roguish Rancher Might Just Claim Her Heart By Christmas
- Paperback
- 288 pages
- Unwrapping the Ranchers Secret
- Lauri Robinson
- 13 December 2019 Lauri Robinson
- 9780373299041


text:
Aided by the 10 12 months plus experience with matchmaking, Match Really has gained a substantial level of attention from the online dating market. User-oriented and aspiring to supply the utmost-quality solutions, this website has generated a thousand-member online community across real edges.
Match Truly's people are men and women who will be into developing the severe and relationships that are full-fledged. Them all have actually gathered around one objective – make their life that is personal richer healthiest. Your website can there be to help singles within their love that is genuine aimed.
This Match Really review will appear during the site's many prominent features underneath the microscope and evaluate all its good and sides that are negative.
Match Truly relationship is among the most useful experiences for users that are into building relationships that are strong also families. International singles may turn hunting for love on this website whenever you want given that enrollment procedure won't need them to put on any efforts that are special. Firstly, the newbie has to tick a choice of dating a female or a guy, then offer such information as:
- Date of delivery (day, thirty days, 12 months)
- Password
- Title
The account for the person will be created after these few steps. By responding to character test concerns newly new users will discover singles according to their preferences.
Match Really site that is dating place the quality very very very first – from registering to chatting with other people.
Services & Help
- MatchTruly has search that is quality. But most notably, they've been versatile. If you'd like to search for an individual with, presumably, hazel eyes and jet-black locks, you can make use of the device on the basis of the look requirements. In the event that latter just isn't a concern you can look for the best match based on the location or the age for you. The matchmaking is completed within just a couple of minutes, and this web site is definitely well worth trying.
- Also, Match Really offers communication that is fast. You should use online chats at anytime regarding the day. But if you would like wow your potential mate, you may even order advanced level solutions like plants or gifts delivery.
- When you have for ages been interested in who visits your web page on Twitter and stalks you online, your ideal may finally be realized (perhaps not on Facebook, but). MatchTruly gathers data to inform you more info on users whom as you so you could get in touch with this individual rather than miss out the opportunity of fulfilling your love.
- You may additionally make use of the site's services on-the-go: the top-notch mobile variations of Match Really will give you such the opportunity.
- Finally, there clearly was a help group constantly in the search, prepared to help you in queries of MatchTruly users.
Amount of people
MatchTruly site is a nest to tens and thousands of prospective fans. Singles from around the planet register on Match Really daily getting an use of a network that is global of hearts. The website makes certain all are matched consequently and discover their many compatible lovers.
Match Really additionally guarantees just genuine relationship-oriented users register within the database. Which is why your website is certainly not free – the economic threshold holds straight straight right back unserious site site visitors, and folks that are into mature intimate affairs won't be sidetracked from their target.
Quality www.mail-order-bride.net/ukrainian-brides/ of pages
Both men's and women's pages on MatchTruly site provide a lot more than itemized personal pages. Through the user's account, you are able to learn large amount of reasons for anyone:
- Their name/age/location
- Marital status and kids
- Physical parameters (from height towards the optical attention color)
- Occupation (work)
- Passions and hobbies (from professional swimming to knitting)
- Wellness habits (cigarette smoking, ingesting, etc.)
- Videos ( maybe maybe not all users keep these things, nevertheless the web site encourages the utilization of multimedia because they help to read about body gestures, vocals)
Nonetheless, the website will not require its users to own expert pictures. Therefore, you may bump into a lot of applicants with low-quality images.
Protection & Anti-Scam
The environmental surroundings on Match Really isn't just friendly but additionally safe. On this website, you will not need to be worried about:
- Leaks of information that is personal
- Scammers and fraudsters
- Viruses and cyber attacks
- Insecure re re payment
The site's particularly trained scam-prevention group has brought all feasible measures to make sure you are protected. One of those is a distinctive online safety system of 128bit SSL encryption.
More over, Match Truly complies with all the Visa and MasterCard demands and utilizes the Secure Code to make sure you privacy during re re payment for the site's top-quality services.
The enrollment is free for many newcomers. Most of them acquire some free credits to explore the site's opportunities in order to not ever buy one thing unknown. Credits are Match Really virtual money, which may be bought online. Each solution on the internet site costs a number that is certain of.
This re re payment system is common amongst all internet dating sites and is extremely efficient while you won't need certainly to purchase any subscriptions month-to-month. Alternatively, you just pay for just what you employ.


text:
Rodney May from Maple Grove was looking for Kennedy and the Cuban Crisis vs Johnson and Vietnam
Hakeem Wright found the answer to a search query Ke...login to view the rest of this post
Registration Issues
Some visitors received a warning that they were flagged as a spammer when attempting to register. The admins fixed an error with the code on 6/24/17. If you still experience this issue, please contact the staff through the site's Contact Us form.
Kennedy and the Cuban Crisis vs Johnson and Vietnam
A place to come and discuss or complain about anything you want!
1 post • Page 1 of 1
1 post • Page 1 of 1


text: Dear Faith Family, Then Jacob gave Esau bread and lentil stew, and he ate and drank and rose and went his way. Thus Esau despised his birthright, (Genesis 25:34). On my way home from the office I risked life and limb to be the hunter, gatherer for my bride. I suited up and entered the jungle otherwise known as Walmart. It was a successful harvest. I arrived home with six...Keep Reading


text:
Jenny's local sluts Nutak loved her as much as he would, but that was much. As a alcoholic with an explosive temper, he had been and constantly put his own needs. Everybody in the household walked on eggshells and never informed him what went on in their lives. It was not possible to connect with him depend on him, or feel safe around him.
This is the foundation for all Coleman tumblr local sluts resolution in almost any connection. It is what helps to avoid painful things being said in hurtful bells and a debate. If you have been seeing that person for two I'm hoping and assuming that you have been maintaining your Coleman Alberta brazilian hookers porn in your dealbreakers as well as your mind. This way, you are moving safe online dating site with somebody whose coatings continue to reveal that he is a well- meaning and kind man to spackling in a whole lot of red flags and seeking to flip a narcissist to a boyfriend.
Lastly, the very best advice anyone can give guys regarding handling women would be to be a wonderful human being. It is nice to be a man with great looks, but it is a whole lot nicer to be a person that is genuine first. Online dating may be casual in character in its first phases but the real face of a guy is slowly made to surface, when it evolves to its next levels. It is now a man is in his naked form. Once you reach a point make sure; your nude form is good and pure. Try not to be the asshole man who is its opposite in real life and one person online.
Remember, you can help her a lot as you smell her. Keep in mind too, as you consider what type your aid series killing male prostitutes Coleman take, that insightful good article by our guy California's cousin, and well- known behavioral scientist, Jack R. Gibb entitled" Can Help Yourself? " Should assistance for individuals is always being helpful to them, he questions. This trip, this one happening right now if we really knew her well, that she is on, might be upsetting to her. We don't know what it is that's from other people's minds taking trips. Introduce yourself. Say, " Hi, I am Jolly John, what is your title. ' Say it sits down. Notice the education as she sits down rather than after she sits down and has been plopped there for Coleman AB one night casual sex hours. Do not ever wait for later like when she's secured her seatbelt. Friendliness comes totally early- - in the first sighting as she reaches her seat, well before seat belt buckling takes place. An introduction away quick sets the tone for friendliness. DESCENT MODE Recall, as she reaches the seat. Hook her attention when she is vulnerable. Grab her. Upon arriving in her chair, she's momentarily uncertain of the environment at the precise moment.
Proximity Earlier we local sluts about the best way to determine if a Coleman Alberta local web sluts has a boyfriend or is to have a look at her proximity with the man she is using. If they're at and near each other's personal space that means they are comfy with each other hence could be in a connection. When a girl is trying to get nearer to you or is currently using an excuse to get closer to you it's a indication that she's drawn to you.
A simple method to acquire the intel is to just ask them exactly what their relationship is. Approach them, ( possibly using an opinion opener) , strike some conversation and say, " How can you guys know each other? " If the group is made up of bunch of guys and your target of attention infiltrating a Group of Men, open the guys first. Ask them something like, " Hey do you know where the best club is to go tonight? " You befriend them that when the woman start they don't attempt to obstruct you and wish to get rapport with the men.
Family of Origin Influences Your family of origin is the family where you grew up. Your parents, siblings, grandparents, aunts, and uncles- - all were significant influences shaping your view of" how a family ought to be. " The majority of the ideas you gained during those years were likely healthy.
Last Thoughts on Dating the Men You have had several friends that have had success in fulfilling their ideal match online. A couple of even have married! On the opposing side, I've had friends who have had similar situations to mine. The excellent thing about online dating is that everyone appears to be in a location where they want to repay. The ones who do not are very blatant in their first mails about their borderline prostitution approaches. You can get some great, effective people on there who can't find the Coleman find my local sluts up to now. I think one of the things you have to keep an eye out for with online dating is meeting but deep down really wasn't.
At some Coleman good online dating names one of you is going to suggest meeting up. This will be by email or telephone and you will need to mention something like this: " I'd really like to farmer online dating Coleman you but I am so busy at the moment. I have got plenty of effort on /a sick kitty /early starts etc. . Rather than delay meeting how about we simply have a short date following work or one lunchtime to see how we get on? " The clock starts ticking from the date period, even if they are a bit late. When an earthquake strikes you can start time from the minute you sit down, although I know you won't intentionally be overdue since you know that is. I really don't want you staring at your watch consistently as your focus should be about the other individual.
That's fine if the website features something for a little extra cost that makes you look at the top of search results. However, if there is any way where the girl can tell that you have paid for an additional local sluts to improve your chances, you appear to be a loser.
The best gift you can give yourself is to decide what your boundaries are until you start dating. Begin by deciding what you are willing to do and whenyou're prepared to do it. Even write down this in a journal so you have something.
COVER OR CREEP: Mr. Arrogant Confidence is attractive but there's a thin line between it and arrogance so don't confuse the two. Confidence is based on self- belief and self- value, arrogance relies on a warped sense of self- importance. Ladies read arrogance of being selfobsessed, as sign and to them, that is not exactly what they are currently looking for in a partner.
In moments of wonder, you throw for the runner never or if you are supposed to be with your Twin Flame. If your experience was something which will pass- - or even a mistake you wonder. You wonder if you are cared at all for by your Flame.
Let us just say for example that you throw a fantastic Coleman local facetime sluts of mud in a brick wall or any wall, for that matter. Some will adhere to the wallsocket. A good deal of it will, of course, fall off the wall. Is a hit. It will become an encounter. Since you have no idea of how to throw it at a 26, you may have mud in your hand. Since any of it haven't thrown, none of it's a ghost of a opportunity to stick. If men and women travel along roads looking for another, the exercise becomes a useless effort if there's absolutely no effort to make an acquaintance. Not all mud clings to a local sluts ready to fuck Coleman. Most blobs fall to the floor. Most dates will go beyond like boats in the evening. They will not find us so they could listen to us unless we make a Coleman Alberta local amateur sluts pics. From the traffic that is boundless a few dates turn out to be impressive enough to be obsolete.
Bill and I had always had a mattress. First usthen a puppy, then us and two dogs, and ultimately ustwo dogs and a cat jockeying for space. The mattress was me. We'd lost our dog through Bill's cancer and the cat was Alex's, on loan while she had been studying overseas. He had gone back to live with his mom. The floor was favored by lola. She had a terrific nose, this dog, therefore I would grow into bed and hide a local milf sluts Coleman cure under a pillow. She snuffle about would jump up and retrieve the local sluts, hang until I got tired of massaging against her stomach, then jump back down. When Alex slept over sometimes she'd acquiesce and I awakened her to sleep in my bed and start off there, but by morning she would be back in her bed, in her old room. It felt like pity together with my daughter and my dog, than companionship. I moved an excess TV in the bedroom and then left it on all night sometimes, but a TV is a cold, tough piece of metal onto a desk, not a body beneath the sheets. I was beginning to get very angry at Bill. When he was sick to cuddle, he was there. And I counted on him to be there.
Say that guys are the ones who come on too strong like invade their space, speak in their future on the second date, and discuss marriage. Common complaints of girls are that men demanding and can be overbearing during those dates.
Establishing a deep connection is a skill when trying out this You will get results. But if you want to be a master at this, you need to practice. It would be a fantastic idea if you try out this with three women daily. Heck, you might even want to try this out with guys. This is a type of Coleman Alberta texting hookers meme which you can try out with anybody. You Coleman AB looking for local sluts notice people with how you interact with them, reacting more positively. So that you can have more people to try out on this to in the event you hookers on youtube to take things farther, you can approach more women.
He Has Experience I know you are thinking that women should Coleman AB dating apps over 30 the man that sleeps around with a lot of women because he is likely manipulating them and he'll do the exact same to women. Well people are like Coleman AB buzzfeed trump prostitutes. They like what other people like.
Even if he says, " Oh, we should move to Bali next summer! " Or begins talking about some vacation home his family has, that only means he feels really good around you that this sounds interesting. That doesn't mean he's actually figured out a plan or he's classy dating apps Coleman Alberta thought about the time in between. He knows he likes the way he feels about you right now. This is a really important point when it comes to navigating those first few months of their connection.


text:
Due to COVID-19, same-day shipping may not be available, and pickup from our Grand Rapids and Burlington warehouses is not available.
This unit contains six sessions on God's Protection: Riot in Ephesus!,Paul's Farewell, The Brave Nephew, Paul on Trial, Shipwreck and Malta, Rome. Order one per student.
Orders & Customer Care: 1-800-333-8300 (M-F 8-5 Eastern)
Faith Alive Christian Resources is the publishing imprint of the Christian Reformed Church in North America.


text:
Choose from the options below
Please note: if you leave these blank, you will be subscribed to all newsletter types, but you can change those preferences at any time.
Jun 3, 2015
Field Notes
The Global Impact Investing Network offers up their first analysis of 310 impact funds, demonstrating a focus on finance, basic services and employment.
A recent report from the Global Impact Investing Network (GIIN) shows several interesting trends in impact investing. The report, compiled through its own proprietary "Impactbase" database, looked at geographical and issue areas of focus, predominant financial tools used in investing, and other trends. While it wasn't necessarily reflective of the impact investing space in general, the report is a useful window into the behavior and characteristics of one medium-sized group of impact investors. Among the 310 funds surveyed, the average amount of impact AUM (Assets Under Management) was $52.5 million, with a combined total of $16.7 billion.
The report demonstrated a strong focus on access to finance, basic services, and employment among impact investors. Within the "Access to Finance" section, the most popular sub-category was micro credit, and within the "Access to Basic Services" section, education and food and agriculture were areas of focus for investors:
Interestingly, when investments were broken up along along the lines of interested in receiving market rate, or willing to receive below-market rate returns on investments, environmentally focused investments had a much larger representation of investors wanting market-rate returns. That trend probably reflects many funds' goal of investing in renewable energy:


text:
What Must I Do To Be Saved?
"What must I do to be saved?" is a question that has been asked by so many over the years and indeed is a question that I would suggest needs to be asked by each and every one of us.
In his publication "What Must I Do To Be Saved?" Bane carefully and compassionately tackles this question and provides relevant and important commentary to anyone considering this essential question.
To download a copy of this work in PDF format please click here or visit Ben's Theology Page
Ben's work "Creation or Evolution?" now published!
Having just finished editing Ben's work "Creation or Evolution?" in which he looks at some of the mainstream arguments concerning this debate and considers the arguments put forward, I am delighted to be able to upload and publish this work.
This is now available to download in Pdf format either by clicking on the link below or by visiting this list of Ben's other theological works on the Theology page.
Download "Creation or Evolution" here


text:
Monthly Archives: May 2020
NEXT MEETING: May 29, 2020
Collaborative Communication: Skills for Every Day
If you wonder how to talk to someone across a political divide or how to stop having the same arguments–over and over–with your family and co-workers, join us for a lively and interactive discussion. Lisa Montana will provide an introduction to Collaborative Communication, which enables people to speak in ways that are both honest and respectful.
For security reasons, our video conference meetings are by invitation only. The Zoom invitation will be sent to our members with the subject "Richmond Rotary Invitation." If you didn't get it last week, please check your spam. Rotary guests are welcome. To receive the Zoom link, request it by sending an email to firstname.lastname@example.com prior to our meeting on Friday.
MEETING OF May 22, 2020
Your annual Rotary dues are now due. Please use the PayPal button on the right to make your payment of $200. A donation to the Rotary Foundation of $100 is encouraged but optional. Thank you for helping to keep our club an active force for good in our community.
Happy and Sad Dollars
On this Memorial Day, Jan offered a remembrance of Elof Granberg, who passionately reminded Richmond Rotarians every year of the reason we honor this day in history. Elof served with the Canadian Regina Rifle Regiment in WWII and was part of the Normandy invasion. He often recalled his fellow comrades who paid 'the ultimate price' for peace, freedom and justice in the world.
Happy and Sad Dollars
Norm's Nonsense
Contra Costa College
Dr. Mayra Padilla, Dean of Institutional Equity at Contra Costa College, reflected on the essential role of a community college. The Metas program prepares preschool through 12th-grade students in our community for college success by increasing their proficiency in reading, writing and math. One hundred percent of 12th grade students involved in Metas graduate from high school and go on to enroll in college. A Richmond High School graduate herself, Mayra shared inspiring stories of several students who came up through the program and launched successful academic or professional careers in STEM and beyond. Many graduates have returned to serve the West Contra Costa community and even as instructors and mentors through Metas. The Metas program receives generous support from outside donors.


text:
Unlocking the Truth
Love, lust, murder, mystery, suspense...all the makings of a great dramatic story. The catch? It's not a fictional story. It's real life. This serialized documentary series follows the journey of alleged wrongfully convicted pri...
Genre: Crime, Documentary
Actor: Ryan Ferguson, Eva Nagao
Directors:Countries: US
Quality: DVD
Release: 2016
Runtime: 60
IMDb: 8.2
Keywords: #Wrongful Imprisonment #Justice #Wrongful Conviction
Also known as:
Other Sources: Watch Series Unlocking the Truth free on Putlocker Putlocker | Unlocking the Truth Season 1


text:
Dallas Carpets Scotland based in Greenock, are Inverclyde's favourite domestic flooring specialists. We are a local independent family run business with over 50 years experience in the flooringindustry. At Dallas we believe that customer service is the key to our ever growing success right alongside our quality products and expert fitting service.
Carpet & Flooring World was established on January the 1st 2004 by Mark Caira. Mark had previously been working locally in the carpet trade since 1991 and gained a vast knowledge of products withinthe market place. During that time he has taken on board many suggestions made by customers as to pricing, products & services. Mark's policy is to always give the best possible advice and service with a smile!
Show businesses near Greenock