| Last Modified On : | June 5, 2009 1:37 PM PDT |
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The Evolution of Visual Adrenaline Continues
Our latest Intel @ SIGGRAPH blogs:
Intel Theater Presentations:
Join us in our in-booth theater at SIGGRAPH to hear free presentations throughout the show!
Download the Theater Schedule PDF (427 KB)
What's DreamWorks up to in our Intel @ SIGGRAPH booth? Find out here!
Here are a few of our scheduled talk abstracts:
SIMD Programming with Larrabee by Doug Binks
August 4 from 3:30-4:00PM
This short, focussed, technical session presents some of the key features of Larrabee New Instructions with particular emphasis on their utility in graphics applications. The material is aimed at developers already familiar, but not necessarily expert, with SIMD programming and C++.
Preparing for Larrabee by Josh Doss, Doug Binks and Ron Fosner
August 5, 12:00-1:00PM
Intel® Corporation’s Larrabee architecture introduces a new hardware and software framework for visual computing, enabling a greater degree of programmability than previous GPUs. This opportunity to innovate presents a challenge: how can developers leverage their existing codebase and assets on this platform whilst opening up avenues to exploit the hardware? The authors present some of the approaches available, along with insights into how developers can get ready to leverage them. Three fundamental approaches are covered: optimizing graphics API usage for the hardware’s unique features; sharing data between Direct3D and a Larrabee native application; and writing pure Larrabee native applications.
Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games by Ron Fosner
August 6, 1:30-2:00PM
Learn how to easily add real-time 3D smoke, fog and other fluid simulations to your game without using up the GPU. In this session, we will present the source code to a fluid simulator optimized for multi-core CPUs. Our simulation source code can easily be integrated by game developers into their engines to produce unique 3D effects. Traditional methods of fire and smoke rendering typically involve billboarded particle systems, imposters, and other 2D-based viewpoint simulations. While these methods produce acceptable visuals, they are 2D imposters in a 3D world. Modern multi-core processors are now powerful enough to deliver compelling 3D representations of gases and liquids.
Intel® Graphics Performance Analyzers – unleash the performance potential in your Game!
by Troy Severson
Realize the full performance potential for your game title with a high level overview of GPA 2.0 and 2.1. Intel GPA tools can help you pinpoint performance bottlenecks and optimize your game for Intel® Graphics. Learn how your game development can be more productive with features including the system analyzer, frame analyzer, quick frame capture tool and the SDK. BY discussing the benefits of GPA to Intel, the benefits of GPA to our customers then taking a brief look into the future of Intel Graphics with a glimpse of Intel® Graphics Performance Analyzers 2.2; you learn how GPA unleashes the power of Intel Graphics.
Join the Revolution in Visual Computing at Booth 28
The Intel Visual Computing Group is developing new architectures that will deliver teraflops of performance for high-throughput applications, including scientific computing, gaming and visualization. We’re looking for passionate and talented engineers who are ready to make significant impacts in graphics and visual computing. See us at the SIGGRAPH Job Fair, Booth 28, August 4-6 or learn more by visiting http://intel.com/jobs/careers/visualcomputing.
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James Reinders (Intel)
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