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Intel® OpenCL SDK - Frequently Asked Questions
To the Intel® SDK for OpenCL* Applications main page Updated: April 23rd 2012 Table of Contents Product Information 1. What is the Intel® SDK for OpenCL* Applications? 2. Is OpenCL* supported on ...
Type: Tutorials
openCL OpenCL SDK Intel OpenCL vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_domain_gamedev vcsource_index 04/23/2012
Adaptive Transparency
We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster.
Type: Tutorials
rendering Adaptive Transparency vcsource_type_techarticle vcsource_domain_graphics vcsource_index 03/21/2012
Fluid Simulation for Video Games (part 1)
Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
Type: Tutorials
fluid dynamics computational fluid dynamic visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 03/15/2012
Introduction to x64 Assembly
For years, PC programmers used x86 assembly to write performance-critical code. However, 32-bit PCs are being replaced with 64-bit ones, and the underlying assembly code has changed. This white paper is an introduction to x64 assembly.
Type: Tutorials
IA-64 assembler visual computing ia64 addressing modes 09/29/2011
Using Intel® Cilk™ Plus to Achieve Data and Thread Parallelism: A Case Study for Visual Computing
Multicore systems with advanced vector instructions are moving into many domains: from servers, workstations, and desktops, to laptops and mobile devices. There is potential for improving the performance of user applications by exploiting both data and th
Type: Tutorials
09/16/2011
Creating Faux 3D Parallaxing Effects in Adobe* Flash*
By Patrick Fram This article covers several methods for creating and manipulating backgrounds that portray a sense of depth in Adobe* Flash*. Backgrounds are an essential part of many Flash* games and ...
Type: Tutorials
visual computing artistanimator 08/19/2011
3D Lighting in Softimage
This article on lighting & rendering covers describes how to achieve various lighting effects in Softimage. Includes adjusting ambience, animating lights, adding atmospheric effects, use of caustics, and refraction through a medium such as glass.
Type: Tutorials
Softimage artist visual computing artistanimator lighting glow effects caustics 08/01/2011
Introduction to Intel® Advanced Vector Extensions
Intel® Advanced Vector Extensions (Intel® AVX) is a set of instructions for doing SIMD operations on Intel® architecture CPUs. These instructions extend previous SIMD offerings (MMX™ and Intel® SSE). This paper provides an AVX instruction set overview.
Type: Tutorials
visual computing Intel AVX Advanced Vector Extensions vcsource_type_techarticle vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 06/30/2011
Dynamics and Particle Effects, Part 1
From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. In this article, I touch upon this trend & provide hands-on demonstrations of the technical and artistic methods used.
Type: Tutorials
visual computing artistanimator particle animation particle effects Audri Phillips 05/09/2011
Fluid Simulation for Video Games (part 9)
This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
Type: Tutorials
TBB Intel TBB game development visual computing fluid simulation vorticity body buoyancy Archimedes Principle vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_product_tbb vcsource_index 03/22/2011
Get a Shave and a Haircut*: CG Hair and Fur
Realistic hair and fur is one of the biggest challenges facing computer graphics artists and programmers. In this article I will delve into a wonderful tool called Shave and a Haircut* which currently is widely used to create realistic hair and fur.
Type: Tutorials
artist visual computing artistanimator tutorial Audri Phillips CG hair shave and a haircut shave haircut 01/26/2011
Fireflies - Scalable Ambient Effects
Fireflies is a tech sample demonstrating a scalable ambient effect. In this sample, the ambient effect is a swarm of fireflies that scatter and reform into a walking character. Using Intel TBB, the firefly flight trajectory calculations performed per fram
Type: Tutorials
01/07/2011
Sandy Bridge Samples Suite
[image] Sandy Bridge Code Samples and ArticlesFind content to speed up your game development on 2nd Gen Intel® Core Processor family (codenamed Sandy Bridge). [image] ...
Type: Tutorials
Sandy Bridge 01/05/2011
Using UMC De-multiplexer with the Intel® Media Software Development Kit
The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams.
Type: Tutorials
UMC Decode media sdk visual computing media de-multiplexer vcsource_type_techarticle vcsource_domain_media vcsource_product_msdk vcsource_os_windows vcsource_platform_desktoplaptop vcsource_type_samplecode vcsource_index 11/17/2010
Extending STL for Games
There is widespread usage of the Standard Template Library (STL) in the C++ development community. This article takes a look under the hood of several core STL components by customizing and extending them to solve game-specific problems.
Type: Tutorials
C++ STL iterators game development visual computing Standard Template Library STL Container vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_domain_gamedev vcsource_index 09/07/2010
Nulstein - DX11 Deferred Context and DIY Game Task Scheduling
Nulstein1.0 presents a Do-it-yourself Game Tasks Scheduling system. Nulstein2.0 builds upon the original Nulstein to show a technique for DX11 Deferred Context
Type: Tutorials
08/17/2010
Image Sequences or Vector Art in the Development of Flash* Games and Virtual Worlds?
This article covers the numerous reasons why artists & developers would use an image or image sequence as opposed to vector art as it relates to Flash games and virtual world development.
Type: Tutorials
flash visual computing artistanimator Adobe Flash raster images vector images image sequence vector art 08/03/2010
Animation for Flash Games (part 2): Sprite Manipulation for the Scripter
This article shows Flash game developers how to manipulate animated sprites for use in Flash* games. Flash was recently updated to make it more efficient for mobile devices and netbooks. This article uses a sprite to create a simple platform game engine.
Type: Tutorials
artist animation flash visual computing artistanimator animation tutorial animation techniques Adobe Flash sprite animation control animation script 07/27/2010
Integrating 3D Image Sequences into Flash
Adobe Flash* is used in numerous applications, from online streaming of video and audio to creating sophisticated Web site and gaming experiences for netbooks and PCs. This article shows how to integrate 3D image sequences into your animated projects.
Type: Tutorials
Adobe flash visual computing artistanimator 3D art 3D animation Adobe Flash 3D image 06/22/2010
Advanced Rendering Techniques
As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it’s critical to achieving high-quality animations. This article goes into the details of the varying procedures associated with rendering in Autodesk* Softimage.
Type: Tutorials
rendering global illumination visual computing artistanimator tutorial HDR lighting ambient occlusion 05/25/2010
3D Character Animation (part 2)
One of the greatest things about animation is bringing life, expression, and emotion to an otherwise lifeless character. Part 2 in this series covers animation timing, staging, fluidity, and adding subtle movements to the animation.
Type: Tutorials
animation visual computing artistanimator character animation tutorial 05/18/2010
The Basics of the Art of Lighting (part 3): Lighting and Shaders
Third part of a animation series on lighting basics is devoted to the interrelationship between shaders/materials and lighting. It shows a quick and easy lighting setup that yields good results.
Type: Tutorials
specular light shaders visual computing artistanimator tutorial lighting toon shaders 05/12/2010
Practical Game Performance Analysis Using Intel® Graphics Performance Analyzers
Intel GPA is a suite of graphics performance optimization tools that enables developers to visualize, isolate and resolve graphics performance issues. Improve the performance of your games with the performance analysis methods presented in this article.
Type: Tutorials
GPA vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index 05/04/2010
Animation for Flash Games (part 1): Sprite Creation for the Animator
Adobe* Flash* is a powerful animation tool. Using Flash to animate games takes a special touch as the animations need to be functional in a game engine. Part 1 of this series shows how to create animated sprites in Flash.
Type: Tutorials
animation flash visual computing artistanimator animation tutorial 05/04/2010
3D Character Animation (part 1)
One of the greatest things about animation is bringing life, expression, and emotion to an otherwise lifeless character. This article covers several straightforward ways to convey emotions in your animation.
Type: Tutorials
animation visual computing artistanimator animation tutorial 04/14/2010