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us so thanks a lot for coming along
is i'm right am reusing some slides

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i gave

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values for different presentation an internal
sort of some it we have intel i hadn't

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planned ahead to do this talk what they opportunity
came up since vision a pistol

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guess today to present this is

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apologies about the branding and they didn't tell
confidential as ensemble size you know that

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okay so

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my name's rubber private can i work for yet
entails open source technology centre in

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london

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on a graphics engine enjoyed graphics for a long time

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and just have the opportunity to work on a number
of players in the graphics

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to a linux ideas

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one of the first companies i work so was imagination
technologies right at the option

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introduce silicon enabling

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some about where and work through the open
G L driver and some of the

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kernel driver and that kind of low level work and

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and i moved to

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sort of a small company product and swear
we'd it's discarded toolkit and gain some

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experience with high level you are technologies
and through into stress composites as and

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or you can

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the work in firefox

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but so

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as well as having this

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passion for graphics

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i've been fortunate to work in an office
which is got cut indicated design is

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visual design is interaction design
as well as engine is the have been

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involved in creating applications the design by these guys

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and so i've seen the process by which
we come up with ideas and we

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create applications and so i hope they have
some insight into where that process is

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not as effective as i think it could be

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and

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so i'm here to talk about this project
who rate which i started about

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that you're going to be working on sort
of part time which is this is

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owed sort of markup

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as you people missing from this and
you know rubber's the is a guy i

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work with maintaining project look always
been helping with this time you must be a

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he's on the graphics team at that in D C

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i mean a is an intent have been working
with that visit ago i could

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chris cummings he's been helping out there
as well actually we cows a visual design

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it did this markup and help with
the visuals of this project

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the change rate has been helping out as well so

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and so

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i want to give a bit of background
to why i started this project

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and so the focus a good friend
so i mean this the body aim of

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this project is the to

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to drive innovation in the space of user interface
is we're looking to explore for

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the use of the G P because

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so

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well actually just about because i i'm just
gonna be a little bit rougher many

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"'cause" i haven't run through this but so

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during that experience of say five years
of me working and you i technologies i

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guess i've

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built up this

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kind of feeling that

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you do we are completely you will not we
were really wasting this gpu hardware

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which is in our devices like mobile phones
and a not tablets in a laptops

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the state of you i technologies today we
used a gpu for basically shifting tech

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should rectangles around and so i've had this
mounting feeling that is gonna be something

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that we can do to

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expose more creativity to the visual design
braces an expose that gpu out with a

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fully utilising the G P S as what
i want to go through a bit

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more

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okay so and this and that through that experience
of working with visual design is

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what can we do to optimize the website
from coming up with an idea to

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create an application something just
quickly recap state-of-the-art them

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state-of-the-art

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toolkits like G T K G T S waiting
list plus the you pass and

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even web technologies the that with
familiar with that web okay

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all of these are actually extremely similar technically
speaking if you look at how they

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work

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and it's

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they so they basically implement some form of the postscript
or pdf rendering model is

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the foundation of the vocabulary by which
all of these technologies work

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with and

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so that vocabulary

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in essence is these

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three things it is just you have to
D shapes you can fill them with

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images there's two D shapes a basically just always
rectangles i rounded rectangles if you

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getting pretty fancy and you know theoretically
you can use basic us and all that

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fancy stuff but

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who actually doesn't

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you fill these two D shapes with images and
you have text that's your vocabulary

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i don't these are all built up you
build you why up using the paint

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is everything which just means
that store the background and

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will basically familiar with this a really
a background press you met grant and then

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your labels and foreground on top of that that's the model

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and

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you have all they we employ some form of seeing
graph to organise the primitives

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the which it's the components of the you
why so you have a hierarchy with

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the window the top and this is what defines

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how you implement the paint is that within
the stuff the top of the profits

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of is the background

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and the leaves a of the foreground just
pretty simple it works to some extent

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i mean the cornerstone of that model is
the quality of those static images that

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you get from your visual design that's

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so these technologies

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pretty much all i mean to engine is
so that's part of the problem now

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the come as an imperative A P I C python and such things

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they have a markup language so

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will familiar with H T M L with but
there are things that you amount

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as well

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and it's

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yes they all have this of sort of this
contract and this promise that they

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will as you develop these technologies you
will to find a an interface for engineers

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to work to and you must keep that's tables so

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you know there's a button involved in maintaining
a stable interface say that all of

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your existing applications don't break as you
of all that technology so is pretty darn

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hard to think ahead of time what interface
am i gonna be have to stick

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to for the for the rest of time that
i'm not gonna pay myself into

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a corner as to how we can improve the flexibility of this

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this technology visually speaking and
enable more creativity for designers

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it's that's difficult

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so i sort of said this year this overwhelming
failure of through this experience that

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we could do so much more with the

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more creative use of the gpu

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so

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this is spelling out of the be a the problem
so we've got this the

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first one is this limited vocabulary
is the P D F postscript

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rendering model it is like twenty five years so it's

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and hasn't changed

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so we've got the middleman toolkits
this is the this sort of

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liar where it's a means to an end these
toolkit so just there for an

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engineer to recreate the vision of the designer
and this is sort of a language

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barrier between that vision and the technology
the designers tend to have very little insight

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into the working of these technologies so the really
obvious middleman and maybe we can

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think about ways of not having quite the same

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approach and avoid that middleman sort of

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translation that we that we deal with today

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and when we think about it from the designer's
perspective as well

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they're using tools like photoshop well in escape

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and things like aftereffects

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these are the intended for creating static images

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and they have all kinds of fancy effects
available to them by the end of

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that you get a beta emission and we
slice up and the rectangles and or

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you are with that all the made for offline video

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pricing like aftereffects and that uses things
like ray tracing to come up with this

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affects you know there's no way those kinds
of effects are gonna run in real

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time on a firing anytime see

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and so

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well these designers are actually trying to
do is create interfaces that can run on

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a results constrained device and be responsive to in the

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and just you well within a power
sort of constrained and it's

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so they really don't at the moment have tools
are actually geared towards that specific

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problem so maybe we can think about

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inventing new tools that right

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improve that part

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so

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that is just the actual what fly

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the very plastic sort of outline of how
design goes of them i mean is

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you have the special design a

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creates sort of sketches out is vision in something
like photoshop to indicate

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and they had over the wall if you
like to the engineer who has to

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reinterpret that vision and translate that
into and i pi a sort of fashion so

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that the this station totally disconnected from
the sort of visual creative side of things

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that are opening up your reference manuals and implementing
this and that implement is typically

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on that desktop machine a laptop or so
even if they are trying to create

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something for fun you can initially
priced at the stuff on your laptop

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and once you kind of got it working then
you're gonna started so that's integrate

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this with appeal system to be able to cross
compiler whatever it takes to get

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it on T of fighting and then start playing
around with that will how does

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this before madison's response

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and

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at that point that way you're actually
starting to test on the device

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is a pretty high chance that you're gonna
realise that this like some problem like

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it doesn't the design doesn't fit the form
factor like the designer which nist back

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expected it to it doesn't respond as
of as of quickly is it needs to

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this like so many possibilities that could
just not be quite right and you're gonna

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have to go all the way back to square
one where the designer has to

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rethink the idea in the interaction model
to be able to work with the technology

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that they have

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because the alternative is that you go back to engineering
transfixed the technology but that's

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the and you know an unknown quantity
as to whether or not you're gonna be

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have to fix a technology in time if
you got the time so your options

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are pretty slim about point to have to redesign things

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and

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another aspect of this is the ability
to objectively measure certain

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quantities of quality a that there
are important for user interfaces

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you a consumer expects that they're fine it's
gonna respond in a timely manner when

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they when they touch it lays we've around
the you why their expected not to

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redo that battery but i expect a certain
level of visual quality and right now

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we don't have the integration in a tooling and the

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the processes by which to really make sure that there is

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that we're on top of those quantities right through
the whole design development process those

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tend to just be a and often will not
so much an article but they're

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the end of the line

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in the pipe line of

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how we develop these things

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so

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i guess i kind of into the but some
of the solutions to these as

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i was going through the problems but

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obviously the

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one of the main things that we're interested in here is

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throwing away that limited price good model
and saying if we can explore way more

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features of the gpu to

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there's a lot of flexibility in a gpu
what can we are not there and

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give to the visual design of so allow
them to just be more creative

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the model of the price good model is actually
really difficult to implement efficiently on

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a gpu just given the way the gpus
is kind of difficult to avoid the

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over draw in the price good model because you
going from background or foreground and

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that's the model but you build up to see
your it's hard to avoid colouring

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in all of those redundant fragments and pixels
behind the stuff environment of it that's

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just quite a tricky problem

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and so as you can probably guess from the screenshot
of the beginning of this

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talk the a big aspects

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to how i've sort of see as being able
to so many of those problems

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is to develop a spec tooling

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which is what the rig projects as is looking at doing

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so what we're doing is we're creating we were actually

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trying to learn from how game developers work here because

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game developers face so many of the same
problems that we face as you i

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developers except that they have

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done a much better job of taking advantage
of gpu hardware than we have they

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have to create interface they have to create
something that can run in real time

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response that you know interactively with the user
interface with the user and we need

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to do the same kinds of things

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and

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the weighted various guys work is
that they have a rendering engine

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and they often build up a lot of this
but tools to help them create

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their wells create that they games

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and

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they have to work as well with design
is an engine is and if you

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look at projects like unity three D where
they have really quite so you know

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capable tooling to be able to connect

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that whole works like between

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game design is and the engine is the created
this logic and you game itself

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so we're looking to sort of reports their
ideas as much possible "'cause" we can

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build on their experience especially they
call of that on a lot of work on

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into researching algorithms the less is the really
interesting visual things of the G P

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A

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so

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we want to create technology which is the you
are rendering engine that we can

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share between something that's gonna deploy onto a device

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the route to run a U I and this and that the tool itself is

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gonna be using so the design process is actually
constrained by the capabilities of the

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technology

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so the visual designer was and then

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the beginning and specialised tools
during the visual design process

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we want them to also the really connecting
that be issue does development stage with

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the hardware that they want to design for so we have

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the i what we have in implemented even the ability
to have a network connection

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between the design so and the device this

242
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that your you you're targeting so that
while you're working in the design so

243
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it's easy play around with animations of things
that's gonna immediately a date

244
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what's on the device so you can pick it
up and check what's the responsiveness

245
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like what's the quality of this like say that
you're connecting testing right so that

246
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early prototyping stage which there's just no substitute
for testing your ideas on real hardware

247
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so we see that as a pretty compelling
way of improving how works like

248
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and optimising the time it takes to develop

249
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applications

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the

251
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the last one is necessarily can it will
be done with within the same so

252
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what we need to develop tools

253
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for measuring save the power usage while you're
running you so you testing your you

254
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why on the device are descended asking
you wanna be able to measure so what's

255
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the power usage what i'm doing certain things
or measuring the latency by which

256
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you when use what

257
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how long does it take for the interface
to stop responding to that so even

258
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we're even thinking of things like will high-speed
be at video cameras and a processing

259
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recordings of that kind of thing

260
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we need to think through that problem as well

261
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so

262
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i guess at this point time to just

263
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maybe but

264
00:18:09,440 --> 00:18:13,070
if it was to just jump in and ask questions
especially now that i'm gonna

265
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basically demo a demo a then

266
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just raise and stuff so

267
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and

268
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there's i wasn't really expecting to be
there and then i guess and i've been

269
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hacking on this the chances that this is

270
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so let's this gonna go through
a bit in order to this area on

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on the last year is

272
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well so that we're aiming at work can
asset you can work load here so

273
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we are aiming for

274
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this area is where you import say things
that we created that about does it

275
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could be images made by design is impaired
e-shop we could be models made introduced

276
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your max it could be logic was created
by engine is something that needs to

277
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be integrated could be audio and so these kinds of things

278
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and is this the sort of search area
so we can search the images of

279
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videos or whatever

280
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whatever we need and then

281
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people there is assets into the this centre
area which is where we actually build

282
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up the user interface itself we say we can
we get immediate visual feedback about

283
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the scenes that we're trying to create

284
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on the right hand side here which is
public to the moment but this bottle

285
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would be where we would expect a more tooling
capabilities and it's put there so

286
00:19:41,640 --> 00:19:46,350
you can to the trends in the expand
into the space of the interface to

287
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give more detailed information about tutoring and
when you're not using very spending can sort

288
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of shift out of the way

289
00:19:55,250 --> 00:19:58,010
and then down button here this is where we would so

290
00:19:58,550 --> 00:20:02,890
deal with controlling of the problem
is actually it is the best

291
00:20:03,880 --> 00:20:09,920
just as the actually a where this is some of the properties

292
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for the one of the objects investing a this
idea of entities in components and

293
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entity is like something ins is essentially
just relative to a parent in space and

294
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it has a bunch of components that can be associated
that adding more semantic information

295
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to the object the more components year at the most
semantic meaning that thing has

296
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and

297
00:20:36,660 --> 00:20:43,180
these red buttons here about being able to
control the particular property so if you

298
00:20:43,180 --> 00:20:47,170
click one of those and it brings the ads
it that this area down here

299
00:20:47,170 --> 00:20:51,940
which is cooled what is to control is
the initially when we were first that

300
00:20:51,940 --> 00:20:55,730
this is just but online management but that's
in the process of evolving beyond just

301
00:20:56,200 --> 00:21:00,430
key frame based animation at the moment this
is this example is just built around

302
00:21:00,430 --> 00:21:04,340
key frame animations and it's just a

303
00:21:04,780 --> 00:21:05,650
a toy them or

304
00:21:07,480 --> 00:21:11,680
having in the idea i guess in this
case is a fire an application that

305
00:21:11,680 --> 00:21:18,820
we've got notifications bubbling up and something that's
more recently people problem and it's gonna

306
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ten years excellency can see a bit

307
00:21:23,010 --> 00:21:23,810
visual stuff

308
00:21:24,390 --> 00:21:28,570
so you've got down the field of facts which
shows the something better way look

309
00:21:28,570 --> 00:21:31,420
soft it's as modelling out real well camera works

310
00:21:32,640 --> 00:21:38,210
and we're also playing around with shattered
mapping in this example which is way of

311
00:21:38,210 --> 00:21:40,990
having real time that shot as much

312
00:21:42,640 --> 00:21:45,230
and we've also got real time lighting so

313
00:21:50,020 --> 00:21:54,490
and you have a standard a lot of the lights
based on and if you

314
00:22:00,040 --> 00:22:00,760
which is a

315
00:22:01,030 --> 00:22:01,670
so the

316
00:22:02,040 --> 00:22:02,770
is a light source

317
00:22:06,180 --> 00:22:08,290
well see we're ripping off at the moment it's

318
00:22:08,530 --> 00:22:14,070
very traditional with actually seeing daniel
engines this is largely a as a practical

319
00:22:15,030 --> 00:22:16,230
the this

320
00:22:16,710 --> 00:22:18,100
the practicality because

321
00:22:18,540 --> 00:22:21,110
we have to bring up a whole so it's

322
00:22:22,670 --> 00:22:23,390
there's

323
00:22:23,850 --> 00:22:28,080
we didn't have the time to do the research
and you visual algorithms this one's

324
00:22:28,080 --> 00:22:30,190
a well understood and they work well together

325
00:22:30,980 --> 00:22:34,260
but we'd be looking to do research on that's the

326
00:22:35,480 --> 00:22:41,810
if you a stylised ratio that would be which
is not something you'd necessarily expect

327
00:22:41,810 --> 00:22:44,970
and again but would make more sense in a you why

328
00:22:46,170 --> 00:22:49,620
but even these ones i think that there is scope being

329
00:22:50,830 --> 00:22:54,190
so for having a design and it's
have to use that a so say to

330
00:22:54,190 --> 00:22:58,830
know go overboard because this does
give you a lot of power to

331
00:23:00,310 --> 00:23:00,820
you know

332
00:23:01,300 --> 00:23:06,190
create a you why that would be and
in massive three D virtual kind of

333
00:23:06,190 --> 00:23:11,850
the you could easily go for the problem
is a three D environment that you're

334
00:23:11,850 --> 00:23:14,310
modelling within and but

335
00:23:14,780 --> 00:23:17,630
you don't have to go overboard

336
00:23:18,090 --> 00:23:23,550
so let me just the same time show some of the effects that

337
00:23:25,830 --> 00:23:26,160
that

338
00:23:29,240 --> 00:23:33,300
this one this one doesn't have i have got
assets that really geared towards this

339
00:23:33,300 --> 00:23:34,090
but it's a

340
00:23:36,330 --> 00:23:39,570
a technique that as well uses the G P a bit more than where

341
00:23:40,630 --> 00:23:42,570
doing them i wanted to bump mapping

342
00:23:43,100 --> 00:23:43,810
but it's

343
00:23:44,720 --> 00:23:49,240
your meeting so that that's twenty ten should
have that image but that represents a

344
00:23:49,240 --> 00:23:54,100
modulation in the shape of the a surface
so it makes so it represents a

345
00:23:54,100 --> 00:23:56,270
high essentially and

346
00:23:56,900 --> 00:24:01,760
and you can really see the when i click
that the service that it's the

347
00:24:01,760 --> 00:24:07,350
it changed visually but what's kind of interesting
is when you select the light

348
00:24:08,130 --> 00:24:10,930
and you change the direction of the light goes out

349
00:24:15,680 --> 00:24:16,550
didn't last too

350
00:24:25,040 --> 00:24:31,070
so that's just to stop i found nothing
special about that and the bum not

351
00:24:31,760 --> 00:24:35,930
the case with this was just generated by running
it through a program that uses

352
00:24:35,930 --> 00:24:41,730
essentially so profile to that says there where
there's contrast in the image that they're

353
00:24:41,730 --> 00:24:43,840
edges best it automatically generates

354
00:24:44,300 --> 00:24:47,470
so idea the edges you're moving up there

355
00:24:48,990 --> 00:24:53,080
so if you take the last of the questions
again you see that this like

356
00:24:53,080 --> 00:24:57,190
a detail in this every stick gets changed
the changes we make a lot of

357
00:24:57,190 --> 00:24:59,440
this that this is not some is craft it's

358
00:24:59,850 --> 00:25:03,370
what it's about this but i think with
a bit of have a visual design

359
00:25:03,370 --> 00:25:09,040
and knowing what they wanted to G fan with
us dedicated assets then this room

360
00:25:09,040 --> 00:25:13,600
to make something just bit more dynamic an interesting
that light source might be doesn't

361
00:25:13,600 --> 00:25:17,540
have to be moving know every time you
move your finger around it could look

362
00:25:17,540 --> 00:25:20,840
a little bit over the top but maybe it moves is

363
00:25:21,160 --> 00:25:24,610
as you sort of time between spaces on your fine

364
00:25:27,180 --> 00:25:31,870
another there's another this one is a fine
example of just using the G P

365
00:25:31,870 --> 00:25:34,510
to style as something the

366
00:25:36,840 --> 00:25:37,820
show is

367
00:25:38,960 --> 00:25:40,750
is the video on this

368
00:25:41,040 --> 00:25:44,310
just to show the videos just to show
really that is something that can be

369
00:25:44,310 --> 00:25:50,090
done in real time and this point is
an is court appointed is in the

370
00:25:50,090 --> 00:25:52,900
fact that and all this thing is

371
00:25:53,660 --> 00:25:57,850
great something on the original images scale
this write up so you can see what's

372
00:25:57,850 --> 00:25:58,310
going on

373
00:25:59,000 --> 00:25:59,640
so as well

374
00:25:59,940 --> 00:26:01,020
snapped and things to be have to

375
00:26:01,830 --> 00:26:03,290
to control

376
00:26:04,810 --> 00:26:05,220
and

377
00:26:08,910 --> 00:26:09,800
we can

378
00:26:10,910 --> 00:26:14,410
stylised something and this point is an effect

379
00:26:15,000 --> 00:26:18,620
i guess used quite a bit in static
images and prices of things

380
00:26:19,460 --> 00:26:24,500
but we can do this dynamically and depending
on the lightness of the pixel is

381
00:26:24,500 --> 00:26:29,160
a it within the image then we're changing
the size of some geometry to

382
00:26:30,470 --> 00:26:34,800
to just create is a like nice looking at back to the

383
00:26:35,280 --> 00:26:40,050
might want to have this in on a background
of some aspect of your hard

384
00:26:40,050 --> 00:26:46,500
merrier of a of a device interface is something
that again have to design either

385
00:26:46,500 --> 00:26:49,190
i get to leave it out to them but i'd like to be up to

386
00:26:49,190 --> 00:26:56,820
provide them tools and freedom and but constraint
as well two things i know to

387
00:26:56,820 --> 00:27:02,090
run efficiently on the G P and it's almost
cheaper to run this video effects

388
00:27:02,090 --> 00:27:06,450
then it would be to actually show you the video
normally just because in this

389
00:27:06,450 --> 00:27:09,330
case okay ish

390
00:27:09,950 --> 00:27:12,420
there will be in this case

391
00:27:13,350 --> 00:27:17,790
a the i only points where we do like
colour space conversion that why U

392
00:27:17,790 --> 00:27:23,810
V to rgb of the double points which
we are showing a secretary doing in

393
00:27:23,810 --> 00:27:29,360
some ways less work than you would do
to sure the emission and that's kind

394
00:27:29,360 --> 00:27:30,290
of the but

395
00:27:31,340 --> 00:27:36,910
so that's kind of the state of the two
of them i expect i actually

396
00:27:38,040 --> 00:27:43,820
they way in which the design so to next
to the slave device actually which

397
00:27:45,140 --> 00:27:45,720
nice

398
00:27:46,680 --> 00:27:49,710
so this represents a device sitting on your
desk which might be if i you

399
00:27:49,710 --> 00:27:50,400
know say

400
00:27:55,310 --> 00:27:59,800
well i it i don't have anything that's
got this like running on a real

401
00:27:59,800 --> 00:28:04,840
fine but this is the that we had an hundred
back and that we created

402
00:28:04,840 --> 00:28:09,550
a while ago and but it's like some updating also

403
00:28:19,870 --> 00:28:22,090
so that there's connecting this

404
00:28:22,780 --> 00:28:24,780
design to that device

405
00:28:25,210 --> 00:28:27,890
celebrate from civilisation

406
00:28:28,890 --> 00:28:33,530
so if i scrub through this animation
then you see we have the effects are

407
00:28:33,530 --> 00:28:37,500
enabled on this one well the not in the editing
area so you can get

408
00:28:37,500 --> 00:28:39,680
a feel for what it's like on a device and in here

409
00:28:40,380 --> 00:28:41,020
but then

410
00:28:42,020 --> 00:28:46,700
here if i gotta say to the end
of the time line and grab this

411
00:28:47,590 --> 00:28:49,250
change the animation at the end

412
00:28:49,710 --> 00:28:55,270
about my device so anyway immediately outdated
and it's see going to in czech what's

413
00:28:55,270 --> 00:29:00,720
the timing of that change the key frame it's
right into you constantly you're happy

414
00:29:00,720 --> 00:29:04,390
with the work that while seeing it for real on the actual

415
00:29:05,390 --> 00:29:09,410
and this done using of all here at the moment
so ago zero come so

416
00:29:09,410 --> 00:29:11,270
that it can just discover the device

417
00:29:12,430 --> 00:29:13,660
this is possible

418
00:29:14,880 --> 00:29:20,320
okay so that's basically will content about
the moment to be have to introduce great

419
00:29:20,320 --> 00:29:24,550
but be happy to take any questions and to

420
00:29:25,050 --> 00:29:26,110
okay thanks to

421
00:29:46,800 --> 00:29:48,820
question to you

422
00:29:50,090 --> 00:29:57,170
the point to do so i want to run right
well actually is the that's

423
00:29:57,170 --> 00:29:58,690
not just i if

424
00:29:59,080 --> 00:30:04,160
save for many with the times fragment pricing
in fact expressing in terms of gpu

425
00:30:04,160 --> 00:30:10,420
something like the future as well so often
video effects i just done as fragment

426
00:30:10,420 --> 00:30:16,050
programs like say you are doing just colour
rising or you have to de saturate

427
00:30:16,050 --> 00:30:20,710
or contrast or brightness is kind of thing
you just running over every single bit

428
00:30:20,710 --> 00:30:27,230
pixel in the image in this case where actually
we have geometry for the cells

429
00:30:27,230 --> 00:30:30,160
if you like in that affect

430
00:30:30,610 --> 00:30:31,190
and

431
00:30:31,800 --> 00:30:37,840
it starts off as basically a tiny unit rectangle
for each cell which texture maps

432
00:30:37,840 --> 00:30:45,590
a circle and when it reads through the videos
data i need something on these

433
00:30:45,590 --> 00:30:50,880
course great points so i really does like
that why you be colour space compression

434
00:30:50,880 --> 00:30:55,150
on a specific points looks at the lightness
of those and then depending on the

435
00:30:55,150 --> 00:31:01,050
like this is essentially scaling out that geometry
so i've rule you're doing way less

436
00:31:01,050 --> 00:31:05,770
fragment processing then you would often differ
a bit effect a and you're moving a

437
00:31:05,770 --> 00:31:13,120
bit to the you know the but there was
really interesting to what i'm what

438
00:31:13,120 --> 00:31:19,310
is you some that's in the tool designers can use

439
00:31:20,130 --> 00:31:22,710
so someone to explore

440
00:31:25,100 --> 00:31:35,760
i was so you wouldn't be able to see yes is so what are the

441
00:31:35,760 --> 00:31:42,910
particular a design decisions made a is the it
doesn't really doesn't really scale to

442
00:31:42,910 --> 00:31:47,760
try to come up with them really modularising
rendering system like at the extreme where

443
00:31:47,760 --> 00:31:51,310
we have class to well i mean it's
changed now but we you know with

444
00:31:51,310 --> 00:31:53,280
to use to be able to have a so that

445
00:31:54,010 --> 00:32:00,980
every single actor could write all kinds of in narrative
card to do alighted roaring

446
00:32:00,980 --> 00:32:06,940
and it's very flexible but if you want
to optimize how use a gpu you

447
00:32:06,940 --> 00:32:12,720
tend to have to do really classy with things
and make various assumptions and it

448
00:32:12,720 --> 00:32:16,360
works a lot better if you just make
that piece of rendering card a lot

449
00:32:16,360 --> 00:32:22,370
more monolithic so enrage it's much more sort
of like a game engine monolithic rendering

450
00:32:22,370 --> 00:32:27,370
engine and if you wanna extend a then that

451
00:32:28,120 --> 00:32:30,770
the then you basically

452
00:32:31,100 --> 00:32:35,910
the engine is to have this specialised experience
to know how to program a gpu

453
00:32:35,910 --> 00:32:41,580
efficiently they should come and should be every
project and at their affects another features

454
00:32:41,580 --> 00:32:46,340
that because the number of people that
have specialising gpu programming

455
00:32:46,810 --> 00:32:51,520
is barry lighter in terms of the number of people
the ones right applications so

456
00:32:51,520 --> 00:32:57,770
we can expect application developers to
be writing G S L and we're you know

457
00:32:57,770 --> 00:33:04,490
sort of shade ascends integrating their rendering
ideas it a into a modular system and

458
00:33:04,490 --> 00:33:09,790
also get the performance we will amount is that

459
00:33:15,000 --> 00:33:18,210
so a couple questions the first is

460
00:33:20,580 --> 00:33:24,810
what do you actually sending to the devices
it just is just display list basically

461
00:33:24,810 --> 00:33:30,910
with animation descriptions and i didn't have
the network to device but well the whole

462
00:33:30,910 --> 00:33:34,920
the rendering engine itself is running on a device
or the description of the scene

463
00:33:34,920 --> 00:33:38,330
which is we have this seen trough of

464
00:33:38,810 --> 00:33:42,100
entities and entities just

465
00:33:42,760 --> 00:33:46,560
there they just have a position in three
D which can be write a sin

466
00:33:46,560 --> 00:33:51,020
transform relative to a parent and potentially
we could be sending multiple would be seeing

467
00:33:51,020 --> 00:33:57,220
grass and each component has each entity
has a bunch of components which say ads

468
00:33:57,220 --> 00:34:03,040
the idea that you have material which
says how should be lit or some sort

469
00:34:03,040 --> 00:34:10,380
of video source image source it could be some
logic associated with that entity that

470
00:34:10,380 --> 00:34:13,860
triggers when you have input all
this what kind of high level

471
00:34:14,250 --> 00:34:19,670
sort of semantic description it's what's gonna
get sent over the wire to the device

472
00:34:19,670 --> 00:34:22,480
and it's gonna like that

473
00:34:24,340 --> 00:34:28,630
second of which in the my second question
you talked about it kind of like

474
00:34:29,590 --> 00:34:35,400
already against are they created a their
scene with reagan so like a game engine

475
00:34:35,400 --> 00:34:40,590
so when it comes time to actually like should
the application of a shipping the

476
00:34:40,590 --> 00:34:44,750
maybe so what you know where they shipping
the all the assets and then this

477
00:34:44,970 --> 00:34:47,010
description it's interpreted

478
00:34:47,380 --> 00:34:51,590
well that's because the way the than the network
writable has to be able to

479
00:34:51,590 --> 00:34:59,550
serialise everything that relates to be the description
of the scene including bss themselves and

480
00:34:59,550 --> 00:35:05,460
we also use this so we using part school
buses which quite widely used way

481
00:35:05,460 --> 00:35:10,460
of civilised later and they give you a nice markup
for describing messages for stabilising

482
00:35:10,460 --> 00:35:16,240
data and we use the same particle we
use the same mechanism for being a

483
00:35:16,240 --> 00:35:20,860
to stabilise over the network as we do
for stabilising to this when we is

484
00:35:20,860 --> 00:35:25,480
at the moment when we see realised that this
we're keeping references to external assets

485
00:35:25,480 --> 00:35:30,460
but if you're gonna make it for distribution
on device then we would also be

486
00:35:30,460 --> 00:35:34,970
see realising bss themselves in the same
way that we do for the network and

487
00:35:34,970 --> 00:35:39,020
you would just have this one top rate file which you just

488
00:35:39,420 --> 00:35:44,030
and put on the device along with the actual read

489
00:35:45,360 --> 00:35:49,120
sort of engine itself built in three
ways the i the bills with all of

490
00:35:49,120 --> 00:35:53,110
the editing capabilities around it or it builds

491
00:35:53,820 --> 00:35:57,940
in as a slave the sort of it as a slave so the one on

492
00:35:57,940 --> 00:36:00,930
a device which has that network transparency or just

493
00:36:01,460 --> 00:36:05,530
for deployment of device it doesn't need to network
transparency doesn't need any day editing

494
00:36:05,530 --> 00:36:11,310
capabilities it's quite got basically no
dependencies exact G L at that point and

495
00:36:13,290 --> 00:36:18,320
huge ship that device might plus your top
rate file which has everything sort of

496
00:36:18,320 --> 00:36:19,450
sailors together

497
00:36:21,490 --> 00:36:25,250
so one final question have you considered a

498
00:36:28,420 --> 00:36:35,240
a web device so i probably but it actually
say this so we we're interested

499
00:36:35,240 --> 00:36:40,660
in supporting a bunch of platforms with this
and that includes web development in fact

500
00:36:40,660 --> 00:36:46,100
so this way we have got the fold
them are working but i'm the i

501
00:36:46,100 --> 00:36:48,210
at least we want to do the proof of concept is

502
00:36:48,950 --> 00:36:52,450
see if it's feasible and i'm kind of optimistic
that is because we have the

503
00:36:52,450 --> 00:36:57,260
rendering side working with web G L
and so you know this depends on G

504
00:36:57,260 --> 00:37:00,630
L to do to have access to the G P we trying to projects the

505
00:37:00,630 --> 00:37:01,970
gpu the only

506
00:37:02,560 --> 00:37:05,900
weighted we can do that in the context
of the web is web geo and

507
00:37:05,900 --> 00:37:07,660
it looks like that's gonna basically be

508
00:37:08,230 --> 00:37:12,520
across all major browsers that is soon including i and so

509
00:37:13,120 --> 00:37:13,760
that's

510
00:37:14,540 --> 00:37:16,480
that's where we're looking to go

511
00:37:19,300 --> 00:37:27,890
so you mentioned that the friendly model
we should try to not a bill with

512
00:37:27,890 --> 00:37:33,810
like you know the we that anymore so you
have a specific a specific examples

513
00:37:33,810 --> 00:37:35,730
of how we

514
00:37:38,360 --> 00:37:44,260
so apply principles that re well probably
uses to get rid of the P D

515
00:37:44,260 --> 00:37:50,170
F really model like well run vision even
this initial example but the way that

516
00:37:50,170 --> 00:37:55,450
you build this particular scene out it's got
intermediate rent is where you have to

517
00:37:55,450 --> 00:38:01,890
first determine that if this geometry up
before you're able to come up with the

518
00:38:01,890 --> 00:38:09,390
blurring this based on that distance and the there
are multiple stages involved in coming

519
00:38:09,390 --> 00:38:12,970
up with that final is so you have to do it is a it is

520
00:38:12,970 --> 00:38:17,040
a step where you look from the perspective
of the like for instance just say

521
00:38:17,040 --> 00:38:21,700
well from the lights perspective what geometry
can i see said i can determine what

522
00:38:21,700 --> 00:38:29,120
geometries in shadow and you know this there's
a whole bunch more involved in that

523
00:38:29,120 --> 00:38:31,950
model of rendering which is completely different

524
00:38:33,080 --> 00:38:36,730
the postscript model of you know you just
draw your background you draw other stuff

525
00:38:36,730 --> 00:38:40,540
on top of it in the middle and you
draw your labels and stuff the

526
00:38:40,540 --> 00:38:44,940
is just a that's a completely different
model you couldn't achieve

527
00:38:45,420 --> 00:38:48,460
this kind of thing with the postscript model in real time

528
00:38:49,520 --> 00:38:53,710
but is the other things like i'd be interested
it's at least exploring some of

529
00:38:53,710 --> 00:38:59,760
the stylised to painterly rendering or so
where do we can make something look a

530
00:38:59,760 --> 00:39:04,930
bit like it was painted with oil paints
or the like it was sketch just

531
00:39:04,930 --> 00:39:06,400
something aesthetically

532
00:39:08,590 --> 00:39:10,970
you know interesting there is a

533
00:39:11,540 --> 00:39:18,010
that would that would take your completely different
approaches to rendering as well then even

534
00:39:18,010 --> 00:39:19,270
what i just described there

535
00:39:20,070 --> 00:39:23,400
and so these are the really quite far removed from that

536
00:39:24,360 --> 00:39:30,040
painter's algorithm hands and the vocabulary
of two D shapes text and images

537
00:39:32,060 --> 00:39:32,590
is that

538
00:39:33,190 --> 00:39:33,980
that makes sense

539
00:39:35,060 --> 00:39:39,590
i'm thinking of something like the broadsword
browser for example yes you know very complex

540
00:39:39,590 --> 00:39:45,020
you have to support a lot of different techniques
for throwing a so probably we

541
00:39:45,020 --> 00:39:49,270
could not completely get rid of all
P D F and the remote but maybe

542
00:39:49,270 --> 00:39:53,410
some of the principles that you
a scribe know could be applied

543
00:39:54,110 --> 00:40:00,210
so probably you have some specific you know
experience with their potentially be way so

544
00:40:00,210 --> 00:40:01,200
you could

545
00:40:01,970 --> 00:40:09,460
other ad rendering a new a rendering model capabilities
within the browser but it works

546
00:40:11,990 --> 00:40:13,490
i to be sort of

547
00:40:14,720 --> 00:40:18,570
sandbox to some region and then you
get this new model to use in a

548
00:40:18,570 --> 00:40:25,060
certain area it would be challenging to fit the postscript
model within a different model

549
00:40:25,060 --> 00:40:25,340
in that

550
00:40:26,630 --> 00:40:30,440
this in these in a lot of these cases
you're using that to determine a

551
00:40:30,440 --> 00:40:35,460
something is behind something else so you have to other

552
00:40:36,750 --> 00:40:42,240
trying to fight the idea of the postscript
tiring in terms of shifting things that

553
00:40:42,240 --> 00:40:45,500
you might be able to sort of rhetoric
that's on this about stuff into the

554
00:40:45,500 --> 00:40:45,850
and

555
00:40:46,560 --> 00:40:48,160
a some browsers which has

556
00:40:49,380 --> 00:40:49,940
but

557
00:40:50,750 --> 00:40:54,680
maybe we can chat afterwards of that's
different is if you interested

558
00:41:01,020 --> 00:41:02,110
go thanks

559
00:41:03,120 --> 00:41:03,250
so

