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      <title>River Trail: Parallel Web Applications</title>
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<p>In a world where the web browser is the user's window into computing, browser applications must leverage all available computing resources to provide the best possible user experience. Today web applications do not take full advantage of parallel client hardware due to the lack of appropriate programming models.</p>
<p>ParallelJS technology (code named River Trail) puts the parallel compute power of client's hardware into the hands of the web developer while staying within the safe and secure boundaries of the familiar JavaScript programming paradigm.</p>
<p>River Trail gently extends JavaScript with simple deterministic data-parallel constructs that are translated at runtime into a low-level hardware abstraction layer. By leveraging multiple CPU cores and vector instructions, River Trail achieves significant, up to an order of magnitude speedup over sequential JavaScript.</p>
<br /><a alt="click to accept" href="http://software.intel.comjavascript:void(0)" onclick="ndownload('https://github.com/RiverTrail/RiverTrail/wiki')" title="click to accept"><img src="http://software.intel.com/file/25370" border="0" /></a>
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<p ><a href="http://software.intel.com/en-us/videos/parallel-web-applications-at-idf-2011">Link to larger copy of the video </a><b>(click to view larger)</b> <br /><br /><b>Register: </b><a target="_blank" href="http://www.theregister.co.uk/2011/09/17/intel_parallel_javascript/">Intel extends JavaScript for parallel programming</a> <br /><b>My Broadband:</b> <a target="_blank" href="http://mybroadband.co.za/news/software/34032-multi-core-javascript-project-from-intel-now-downloadable.html">Multi-core JavaScript project from Intel now downloadable</a><br /><b>LAPTOP Magazine:</b> <a target="_blank" href="http://blog.laptopmag.com/parallel-js-promises-faster-more-fluid-browser-apps">Parallel JS Promises Faster, More Fluid Browser Apps</a><br /><b>InfoQ.com:</b> <a target="_blank" href="http://www.infoq.com/news/2011/09/javascript-parallel-processing">JavaScript Extension that Adds Parallel Processing Capabilities Unveiled by Intel</a><br /><b>iProgrammer:</b> <a target="_blank" href="http://www.i-programmer.info/news/167-javascript/3068-river-trail-intels-parallel-javascript.html">River Trail - Intel's parallel JavaScript</a></p>
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      <link>http://software.intel.com/en-us/articles/river-trail-parallel-web-applications/</link>
      <pubDate>Thu, 06 Oct 2011 00:00:00 -0700</pubDate>
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      <category>Parallel Programming</category>
      <category>Visual Computing</category>
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      <title>Spark: Modular, Composable Shaders for Graphics Hardware</title>
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<h2><b>Spark: Modular, Composable Shaders for Graphics Hardware <br /></b><i><br />By Tim Foley (Intel Corporation and Stanford University), Pat Hanrahan (Stanford University)<br /></i><i><br /></i></h2>
<p>In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales - including those that cross-cut multiple pipeline stages - cannot be expressed as reusable modules. <br /><br />We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL. <br /><br /><br />Read the Siggraph paper: <a onclick="ndownload('http://software.intel.com/file/37941')" href="http://software.intel.comjavascript:void(0)">Spark: Modular, Composable Shaders for Graphics Hardware </a>[PDF 3.1 MB]</p>
<p>Download the source code: <a onclick="ndownload('http://software.intel.com/file/37942')" href="http://software.intel.comjavascript:void(0)">spark-0.1.zip</a>* [ZIP 36.3 MB]; <br /><br />Presented at: ACM SIGGRAPH 2011, Vancouver, B.C. Canada</p>
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<p>Spark: Modular, Composable Shaders for Graphics Hardware. Tim Foley, Pat Hanrahan. In ACM Transactions on  Graphics (SIGGRRAPH 2011 Proceedings). Volume 30, Issue 4, Article 107. 2011.</p>
<p>*This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Burma, Cuba, Iran, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).</p>
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<div id="vc-meta-pubdate">08-07-2011</div>
<div id="vc-meta-modificationdate">08-07-2011</div>
<div id="vc-meta-taxonomy">Tech Articles</div>
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<div id="vc-meta-abstract">In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales - including those that cross-cut multiple pipeline stages - cannot be expressed as reusable modules. We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules.</div>
</div> ]]></description>
      <link>http://software.intel.com/en-us/articles/spark-modular-composable-shaders-for-graphics-hardware/</link>
      <pubDate>Sat, 30 Jul 2011 00:00:00 -0700</pubDate>
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      <category>Visual Computing</category>
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      <title>Dynamic Resolution Rendering</title>
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<h2>Dynamic Resolution Rendering</h2>
<p>The Dynamic Resolution Rendering sample demonstrates a technique for dynamically adjusting the resolution of the main rendering, with graphical user interface components drawn at the native resolution. This technique can help developers achieve their quality and performance goals on a wide range of hardware and scene profiles. The sample also shows how the addition of scaling filters such as velocity aware temporal spatial anti-aliasing can enhance quality.<br /><br /><br /><a href="http://software.intel.comjavascript:void(0)" onclick="ndownload('http://software.intel.com/file/37830')"><img src="http://software.intel.com/file/25370" border="0" /></a></p>
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<center><b>Video:</b> <a href="http://software.intel.com/en-us/videos/the-dynamic-resolution-rendering-sample/">Dynamic Rendering Resolution Walkthough Video <br /></a>(click link to view larger)</center>
<p><br /><b>Read:</b> <a href="http://software.intel.com/en-us/articles/dynamic-resolution-rendering-article/">Dynamic Resolution Rendering <br /></a><b>Blog Post:</b> <a href="http://software.intel.com/en-us/blogs/2011/07/18/dynamic-resolution-rendering-sample-now-live/">Dynamic Resolution Rendering Sample Now Live</a> - Blog post by Doug Binks</p>
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<div align="center"><a alt="DynamicResolutionIllustration.jpg" href="http://software.intel.com/file/37638" title="DynamicResolutionIllustration.jpg"><img src="http://software.intel.com/file/37637" alt="DynamicResolutionIllustration_thumb.jpg" title="DynamicResolutionIllustration_thumb.jpg" /> </a></div>
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<p><i>A view of the swinging bell with supersampling enabled and dynamic resolution control set to give 30FPS. The geometric temporal anti-aliasing uses velocity aware filtering to reduce ghosting artefacts.</i></p>
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<p><i>With dynamic resolution parts of the scene with higher performance can have increased resolutions, yet match the chosen performance criteria. Geometric temporal anti-aliasing gives additional smoothness to the edges.</i></p>
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<p align="center">An illustration of the basic principle of dynamic resolution.</p>
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<td align="center" width="65%" valign="top" height="19" class="arrow"><span ><b>System Requirements</b></span></td>
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<li>CPU: Intel® 2nd Generation Core i3 or better</li>
<li>GFX: uses DX11 graphics API on DX10 (or better) hardware </li>
<li>OS: Microsoft Vista / Windows 7* </li>
<li>MEM: 2 GB of RAM or better </li>
<li>Software: <ol type="1">
<li>DirectX SDK (June 2010 release or later)</li>
<li>Build with Microsoft Visual Studio 2010* or Microsoft Visual Studio 2008*</li>
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<p>* Other names and brands may be claimed as the property of others.</p>
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<div align="center" ><b>A Scalable 3D <br />Particle System</b><br /><a href="http://software.intel.com/en-us/articles/tickertape/" title="TickerTape"><img src="http://software.intel.com/file/25664/" alt="Download PDF" border="0" /></a><br /><br /><b>Benefits of SIMD</b><br /><a href="http://software.intel.com/en-us/articles/tickertape-part-2/"><img src="http://software.intel.com/file/25665/" alt="Download PDF" border="0" /></a><br /><br /><b>Visual Adrenaline</b><br /><a href="http://software.intel.com/sites/billboard/"><img src="http://software.intel.com/file/25369" alt="Download PDF" border="0" /></a><br /></div>
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<td class="right_container_hdr2"><b>Intel Tools for Unreal Developers <br /><a href="http://software.intel.com/en-us/articles/epic-licenses-tbb-for-ue-licensees/">TBB for Unreal Engine</a></b></td>
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<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
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<h4>Related Links</h4>
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<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
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<td valign="middle"><a href="http://www.intel.com/software/graphics" title="Intel Visual Computing Home">Visual Computing Home</a></td>
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<h3>Intel<sup>®</sup> Technologies</h3>
</td>
<td></td>
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<td></td>
<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a href="http://software.intel.com/en-us/articles/integrated-graphics/" title="Intel Visual Computing Technologies Integrated Graphics">Graphics</a><br /><a href="http://software.intel.com/en-us/articles/parallel-programming-vc/" title="Intel Visual Computing Technologies Parallel Programming">Parallel Programming</a></td>
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<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
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<h3>Focus Areas</h3>
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<td></td>
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<td></td>
<td valign="top"><a href="http://software.intel.com/en-us/articles/game-dev/" title="Intel Game Development Focus Area">Game Development</a><br /><a href="http://software.intel.com/en-us/articles/artist-animator/" title="Intel Visual Computing Artist/Animator Focus Area">Artist/Animator</a><br /><a href="http://software.intel.com/en-us/articles/media/" title="Intel Visual Computing Media Focus Area">Media</a></td>
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<h3>Develop</h3>
</td>
<td></td>
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<td></td>
<td valign="top"><a href="http://software.intel.com/en-us/articles/tools-vc/" title="Intel Visual Computing Devlopment Tools">Tools</a><br /><a href="http://software.intel.com/en-us/articles/code/" title="Intel Visual Computing Devlopment Code">Code</a></td>
<td></td>
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<td colspan="3" valign="top" height="4"></td>
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      <link>http://software.intel.com/en-us/articles/dynamic-resolution-rendering/</link>
      <pubDate>Thu, 31 Mar 2011 00:00:00 -0700</pubDate>
      <comments>http://software.intel.com/en-us/articles/dynamic-resolution-rendering/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/dynamic-resolution-rendering/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
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      <title>Morphological Antialiasing (MLAA)</title>
      <description><![CDATA[ <link media="screen" href="http://software.intel.com/media/gamedev/css/3302_Intel_VC_01.css?v=11" type="text/css" rel="stylesheet" />
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<h2>Morphological Antialiasing</h2>
<p>MLAA is an image-based, post-process filtering technique which identifies discontinuity patterns and blends colors in the neighborhood of these patterns to perform effective anti-aliasing. It is the precursor of a new generation of <a href="http://www.iryoku.com/mlaa/">real-time antialiasing techniques that rival MSAA</a>. This sample is based on the original, <a href="http://visual-computing.intel-research.net/publications/papers/2009/mlaa/mlaa.pdf">CPU-based MLAA implementation provided by Reshetov in 2009</a>, with improvements to greatly increase performance. The improvements are:<br /><br />o Integration of a new, efficient, easy-to-use tasking system implemented on top of Intel® Threading Building Blocks (Intel® TBB).<br />o Integration of a new, efficient, easy to use pipelining system for CPU onloading of graphics tasks.<br />o Improvement of data access patterns through a new transposing pass.<br />o Increased use of Intel® SSE instructions to optimize discontinuities detection and color blending.<br /><br /><br /><a href="http://software.intel.comjavascript:void(0)" onclick="ndownload('http://software.intel.com/file/37247')"><img src="http://software.intel.com/file/25370" border="0" /></a></p>
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<b>
<p ><b>Video:</b> <a href="http://software.intel.com/en-us/videos/cpu-based-mlaa-implementation/">CPU Based MLAA Implemention - Developer Walkthrough </a>from Alexandre De Pereyra (click to view larger)<br /><br /><br /><b>Read: </b><a href="http://software.intel.com/en-us/articles/mlaa-efficiently-moving-antialiasing-from-the-gpu-to-the-cpu/">MLAA: Efficiently Moving Antialiasing from the GPU to the CPU</a> by Alexandre De Pereyra<br /><b><br />Blog Post:</b> <a href="http://software.intel.com/en-us/blogs/2011/07/18/cpu-morphological-antialiasing-mlaa-sample-now-live/">CPU Morphological Antialiasing (MLAA) sample now live!</a> - Blog post by Josh Doss</p>
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<div ><a alt="MLAA_Found_Edges.PNG" href="http://software.intel.com/file/37117" title="MLAA_Found_Edges.PNG"><img src="http://software.intel.com/file/37114" alt="MLAA_Found_Edges_thumb.jpg" title="MLAA_Found_Edges_thumb.jpg" /></a></div>
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<div ><a href="http://software.intel.com/file/37119"><img src="http://software.intel.com/file/37116" alt="MLAA_MLAA_ZB_thumb.jpg" title="MLAA_MLAA_ZB_thumb.jpg" /></a></div>
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<p><i>Viewing the found edges can be helpful when debugging MLAA. <br /></i></p>
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<p><i>The MLAA sample contains a zoom box to compare different anti-aliasing techniques.<br /><br /></i></p>
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<td width="65%" valign="top" height="19" class="arrow" ><span ><b>System Requirements</b></span></td>
<td width="35%" valign="top" height="19" class="arrow" ><span ><b><a href="http://software.intel.com/en-us/articles/code/">Additional Code Samples</a></b></span></td>
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<li>CPU: 2nd Generation Core i5 or better suggested</li>
<li>GFX: DX10 capable graphics card </li>
<li>OS: Microsoft Windows Vista* or Microsoft Windows 7*</li>
<li>MEM: 2 GB of RAM or better </li>
<li>Software: <br />o DirectX SDK (June 2010 release or later)<br />o Build with Microsoft Visual Studio 2008* w/SP1 or Visual Studio 2010*</li>
</ol>
<p>* Other names and brands may be claimed as the property of others.</p>
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<ul>
<li><a href="http://software.intel.com/en-us/articles/sandy-bridge-samples/" title="Sandy Bridge Samples">Sandy Bridge Samples</a></li>
<li><a href="http://software.intel.com/en-us/articles/game-engine-tasking-animation/">Game Engine Tasking</a></li>
<li><a href="http://software.intel.com/en-us/articles/shadowexplorer/">Shadow Explorer</a></li>
<li><a href="http://software.intel.com/en-us/articles/onloaded-shadows/" title="Onloaded Shadows">Onloaded Shadows</a></li>
<li><a href="http://software.intel.com/en-us/articles/avx-cloth/" title="AVX Cloth">AVX Cloth</a></li>
<li><a href="http://software.intel.com/en-us/articles/gpu-detect-sample/">GPU Detect</a></li>
</ul>
<p><a href="http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/"></a></p>
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<td height="4"><img height="4" width="232" src="http://software.intel.com/file/20516" /></td>
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<td valign="top" ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o="><img height="71" width="223" src="http://software.intel.com/file/20512" alt="Intel Visual Adrenaline" border="0" title="Intel Visual Adrenaline" /></a></td>
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<td width="10" ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://software.intel.com/en-us/visual-computing/" title="Intel Adrenaline Developer Community" >Developer Community</a></td>
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<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/cd/software/partner/asmo-na/eng/index.htm" title="Intel Adrenaline Software Partner Program" >Intel® Software Partner Program</a></td>
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<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/Consumer/Game/index.htm" title="Intel Adrenaline Game On" >Game On</a></td>
<td></td>
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<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o=" title="Intel Adrenaline Showcase" >Showcase</a></td>
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<td valign="top" height="7"><img height="7" width="223" src="http://software.intel.com/file/20515" /></td>
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<div ><b>A Scalable 3D <br />Particle System</b><br /><a href="http://software.intel.com/en-us/articles/tickertape/" title="TickerTape"><img src="http://software.intel.com/file/25664/" alt="Download PDF" border="0" /></a><br /><br /><b>Benefits of SIMD</b><br /><a href="http://software.intel.com/en-us/articles/tickertape-part-2/"><img src="http://software.intel.com/file/25665/" alt="Download PDF" border="0" /></a><br /><br /><b>Visual Adrenaline</b><br /><a href="http://software.intel.com/sites/billboard/"><img src="http://software.intel.com/file/25369" alt="Download PDF" border="0" /></a><br /></div>
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<td class="right_container_hdr2"><b>Intel Tools for Unreal Developers <br /><a href="http://software.intel.com/en-us/articles/epic-licenses-tbb-for-ue-licensees/">TBB for Unreal Engine</a></b></td>
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<h4>Related Links</h4>
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<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
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<td valign="middle"><a href="http://www.intel.com/software/graphics" title="Intel Visual Computing Home">Visual Computing Home</a></td>
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<h3>Intel<sup>®</sup> Technologies</h3>
</td>
<td></td>
</tr>
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<td></td>
<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a href="http://software.intel.com/en-us/articles/integrated-graphics/" title="Intel Visual Computing Technologies Integrated Graphics">Graphics</a><br /><a href="http://software.intel.com/en-us/articles/parallel-programming-vc/" title="Intel Visual Computing Technologies Parallel Programming">Parallel Programming</a></td>
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<h3>Focus Areas</h3>
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<td valign="top"><a href="http://software.intel.com/en-us/articles/game-dev/" title="Intel Game Development Focus Area">Game Development</a><br /><a href="http://software.intel.com/en-us/articles/artist-animator/" title="Intel Visual Computing Artist/Animator Focus Area">Artist/Animator</a><br /><a href="http://software.intel.com/en-us/articles/media/" title="Intel Visual Computing Media Focus Area">Media</a></td>
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<h3>Develop</h3>
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<td valign="top"><a href="http://software.intel.com/en-us/articles/tools-vc/" title="Intel Visual Computing Devlopment Tools">Tools</a><br /><a href="http://software.intel.com/en-us/articles/code/" title="Intel Visual Computing Devlopment Code">Code</a></td>
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      <link>http://software.intel.com/en-us/articles/mlaa/</link>
      <pubDate>Wed, 30 Mar 2011 00:00:00 -0700</pubDate>
      <comments>http://software.intel.com/en-us/articles/mlaa/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/mlaa/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
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    <item>
      <title>Game Engine Tasking Animation</title>
      <description><![CDATA[ <link media="screen" href="http://software.intel.com/media/gamedev/css/3302_Intel_VC_01.css?v=11" type="text/css" rel="stylesheet" />
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<h2>Game Engine Tasking - Animation</h2>
<p>Desktop gaming systems with 6 cores and 12 hardware threads have been on the market for some time now and 4 core CPUs are becoming increasingly common even on laptops. To give your customers the best experience on their particular platform we want to write game engine code that is core count independent. <a href="http://software.intel.com/en-us/articles/using-tasks-instead-of-threads/">Tasking</a> allows programs to benefit from scaling as core counts are increased; giving our users a great game experience consistent with their choice of hardware. In this sample we will convert a single-threaded animation system into a tasking animation system. There is small API the application uses for Tasking and internally that uses <a href="http://software.intel.com/en-us/articles/intel-tbb/">Intel TBB</a>, but that usage could be replaced with whatever threading system was convenient.<br /><br /><a href="http://software.intel.comjavascript:void(0)" onclick="ndownload('http://software.intel.com/file/34553')" title="TaskingGameEngineAnimation_Source.zip"><img src="http://software.intel.com/file/25370" border="0" /></a></p>
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<div >
<p><img src="http://software.intel.com/file/34561" alt="VideoComingSoon.jpg" title="VideoComingSoon.jpg" /></p>
<b>
<p ><b>Video:</b> Will be uploaded soon!  Please check back.<br /><br /><b>Read:</b> <a href="http://software.intel.com/en-us/articles/using-tasking-to-scale-game-engine-systems/">Using Tasking to Scale Game Engine Systems</a><br /><br /><strong>GDC Presentation:</strong> Yannis Minadakis, "<a href="http://software.intel.com/file/34615">Efficient scaling in a Task-Based Game Engine,</a>" Game Developers Conference, March 2011. (slides in PDF format)</p>
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<p ><img height="37" width="531" src="http://software.intel.com/file/25372" /><br /><img src="http://software.intel.com/file/34559" alt="GameEngineTaskingAnimnationScreenshot_small.jpg" title="GameEngineTaskingAnimnationScreenshot_small.jpg" /><br />The task-based animation sample in action. Toggle the “Enable Tasking” button to see the result of animating using tasking vs. animating on the main thread. Note that we achieve parallel animation on any number of cores by dividing the animation work into tasks.</p>
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<td valign="top"><img height="8" width="697" src="http://software.intel.com/file/22889" /></td>
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<td width="12" rowspan="2"><img height="8" width="12" src="http://software.intel.com/media/gamedev/_images/blank.gif" /></td>
<td valign="top" height="4"><img height="8" width="8" src="http://software.intel.com/media/gamedev/_images/blank.gif" /></td>
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<td width="65%" valign="top" height="19" class="arrow" ><span ><b>System Requirements</b></span></td>
<td width="35%" valign="top" height="19" class="arrow" ><span ><b><a href="http://software.intel.com/en-us/articles/code/">Additional Code Samples</a></b></span></td>
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<td width="33%" valign="top" height="19" class="arrow" ></td>
<td width="33%" valign="top" height="19" class="arrow" ></td>
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<tr>
<td width="33%" valign="top" height="19" ><ol>
<li>CPU: Dual core or better (Intel® Core™ i5 or better suggested)</li>
<li>GFX: DX9c capable graphics card </li>
<li>OS: Microsoft Windows Vista* or Microsoft Windows 7*</li>
<li>MEM: 2 GB of RAM or better </li>
<li>Software: <br />o DirectX SDK (June 2010 release or later)<br />o Build with Microsoft Visual Studio 2008* w/SP1 or Visual Studio 2010*</li>
</ol>
<p>* Other names and brands may be claimed as the property of others.</p>
</td>
<td width="33%" valign="top" height="19" >
<ul>
<li><a href="http://software.intel.com/en-us/articles/sandy-bridge-samples/" title="Sandy Bridge Samples">Sandy Bridge Samples</a></li>
<li><a href="http://software.intel.com/en-us/articles/onloaded-shadows/" title="Onloaded Shadows">Onloaded Shadows</a></li>
<li><a href="http://software.intel.com/en-us/articles/avx-cloth/" title="AVX Cloth">AVX Cloth</a></li>
<li><a href="http://software.intel.com/en-us/articles/tickertape/" title="TickerTape">TickerTape Demo</a></li>
<li><a href="http://software.intel.com/en-us/articles/smoke-technology-demo/" title="Smoke">Smoke Game Technology </a></li>
<li><a href="http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/">OceanFog Using Directed3D 10 </a></li>
</ul>
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<td valign="top">TBB Licensing:<br />The files in this directory tree (the “TBB Files”) are a subset of Intel(r) Threading Building Blocks that<br />are provided solely for the purpose of evaluating the graphics samples contained in this distribution/package.<br /><br />The TBB Files are made available under an Evaluation License as defined in the End User License Agreement<br />found in this directory in the file tbbEULA.txt. Please see tbbEULA.txt for the specific terms, conditions<br />and restrictions of this Evaluation License. This Evaluation License is granted for an unspecified evaluation<br />time period, however, Intel may terminate the evaluation period at anytime, and solely for the purposes, and<br />under the conditions and restrictions, described in this README file and in the End User License Agreement (tbbEULA.txt).<br /><br />The TBB Files provided here provide a method of static linking. Static linking is not supported by the<br />Intel(r) Threading Building Blocks product, but is provided here solely for evaluation purposes.<br /><br />For commercial licenses of Intel(r) Threading Building Blocks, contact: <a href="http://software.intel.commailto:Intel_Tools_Games@intel.com">Intel_Tools_Games@intel.com<br /></a><br /><a href="http://software.intel.comjavascript:void(0)" onclick="function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { function onclick() { ndownload('http://software.intel.com/file/34562') } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } }">TBB End User License Agreement</a></td>
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<td valign="top" ><!-- RHC -->
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<table width="223" cellpadding="0" cellspacing="0" border="0" >
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<td height="4"><img height="4" width="232" src="http://software.intel.com/file/20516" /></td>
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<tbody>
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<td valign="top" ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o="><img height="71" width="223" src="http://software.intel.com/file/20512" alt="Intel Visual Adrenaline" border="0" title="Intel Visual Adrenaline" /></a></td>
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<td valign="top" >
<table width="223" cellpadding="0" cellspacing="0" border="0" >
<tbody>
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<td width="11" height="8"></td>
<td width="10" ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://software.intel.com/en-us/visual-computing/" title="Intel Adrenaline Developer Community" >Developer Community</a></td>
<td width="10"></td>
</tr>
<tr>
<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/cd/software/partner/asmo-na/eng/index.htm" title="Intel Adrenaline Software Partner Program" >Intel® Software Partner Program</a></td>
<td></td>
</tr>
<tr>
<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/Consumer/Game/index.htm" title="Intel Adrenaline Game On" >Game On</a></td>
<td></td>
</tr>
<tr>
<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o=" title="Intel Adrenaline Showcase" >Showcase</a></td>
<td></td>
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</tbody>
</table>
</td>
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<td valign="top" height="7"><img height="7" width="223" src="http://software.intel.com/file/20515" /></td>
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</td>
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</td>
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<td></td>
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<td valign="top" height="4"><img height="6" width="6" src="http://software.intel.com/file/20494" /></td>
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<td></td>
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<br /><center>
<table cellpadding="0" cellspacing="0" border="0" id="nav_table">
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<td></td>
</tr>
<tr>
<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
</tr>
<tr>
<td width="9" class="right_container_hdr"></td>
<td class="right_container_hdr">
<h4>Related Links</h4>
</td>
<td class="right_container_hdr"></td>
</tr>
<tr>
<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
</tr>
<tr>
<td height="15"></td>
<td valign="middle"><a href="http://www.intel.com/software/graphics" title="Intel Visual Computing Home">Visual Computing Home</a></td>
<td></td>
</tr>
<tr>
<td></td>
<td>
<h3>Intel<sup>®</sup> Technologies</h3>
</td>
<td></td>
</tr>
<tr>
<td></td>
<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a href="http://software.intel.com/en-us/articles/integrated-graphics/" title="Intel Visual Computing Technologies Integrated Graphics">Graphics</a><br /><a href="http://software.intel.com/en-us/articles/parallel-programming-vc/" title="Intel Visual Computing Technologies Parallel Programming">Parallel Programming</a></td>
<td></td>
</tr>
<tr>
<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
</tr>
<tr>
<td></td>
<td>
<h3>Focus Areas</h3>
</td>
<td></td>
</tr>
<tr>
<td></td>
<td valign="top"><a href="http://software.intel.com/en-us/articles/game-dev/" title="Intel Game Development Focus Area">Game Development</a><br /><a href="http://software.intel.com/en-us/articles/artist-animator/" title="Intel Visual Computing Artist/Animator Focus Area">Artist/Animator</a><br /><a href="http://software.intel.com/en-us/articles/media/" title="Intel Visual Computing Media Focus Area">Media</a></td>
<td></td>
</tr>
<tr>
<td colspan="3" valign="top" height="4"></td>
</tr>
<tr>
<td></td>
<td>
<h3>Develop</h3>
</td>
<td></td>
</tr>
<tr>
<td></td>
<td valign="top"><a href="http://software.intel.com/en-us/articles/tools-vc/" title="Intel Visual Computing Devlopment Tools">Tools</a><br /><a href="http://software.intel.com/en-us/articles/code/" title="Intel Visual Computing Devlopment Code">Code</a></td>
<td></td>
</tr>
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<td colspan="3" valign="top" height="4"></td>
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</tbody>
</table>
</center></td>
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</table>
<center></center><!--END right column Content -->
<table>
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</table> ]]></description>
      <link>http://software.intel.com/en-us/articles/game-engine-tasking-animation/</link>
      <pubDate>Sun, 27 Feb 2011 00:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/game-engine-tasking-animation/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/game-engine-tasking-animation/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
    </item>
    <item>
      <title>GPU Detect Sample</title>
      <description><![CDATA[ <link rel="stylesheet" type="text/css" href="http://software.intel.com/media/gamedev/css/3302_Intel_VC_01.css?v=11" media="screen" />
<link rel="stylesheet" type="text/css" href="http://software.intel.com/file/23729" media="screen" />
<table border="0" cellspacing="0" cellpadding="0" width="100">
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<div id="left_container">
<div id="header_content"><a title="Visual Computing Developer Community" href="http://software.intel.com/en-us/visual-computing/"><img border="0" src="http://software.intel.com/file/20493/" width="727" height="96" /></a></div>
<div id="left_content_container2"><!-- START left content -->
<div id="showcase_01">
<div >
<h2>GPU Detect</h2>
<p>GPU Detect is a short sample demonstrates a way to detect the primary graphics hardware present in a system, and to initialize a game’s default fidelity presets based on the found graphics device using a simple API. The code download includes documentation and is meant to be used as a guideline, and should be adapted to the game’s specific needs.<br /><br /><br /><a onclick="ndownload('http://software.intel.com/file/38382')" href="http://software.intel.comjavascript:void(0)"><img border="0" src="http://software.intel.com/file/25370" /><br /><br /><br /></a></p>
<p ><img title="GPUDetect_screencap.jpg" alt="GPUDetect_screencap.jpg" src="http://software.intel.com/file/34431" /></p>
</div>
<div></div>
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<td valign="top" rowspan="2" width="695">
<table border="0" cellspacing="0" cellpadding="0" width="695">
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<td valign="top"><img src="http://software.intel.com/file/22889" width="697" height="8" /></td>
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<td class="panel_bg_02" valign="top">
<table border="0" cellspacing="0" cellpadding="0" width="695">
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<td rowspan="2" width="12"><img src="http://software.intel.com/media/gamedev/_images/blank.gif" width="12" height="8" /></td>
<td height="4" valign="top"><img src="http://software.intel.com/media/gamedev/_images/blank.gif" width="8" height="8" /></td>
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<td  class="arrow" height="19" valign="top" width="65%"><span ><b>System Requirements</b></span></td>
<td  class="arrow" height="19" valign="top" width="35%"><span ><b><a href="http://software.intel.com/en-us/articles/code/">Additional Code Samples</a></b></span></td>
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<td  class="arrow" height="19" valign="top" width="33%"></td>
<td  class="arrow" height="19" valign="top" width="33%"></td>
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<tr>
<td  height="19" valign="top" width="33%"><ol>
<li>GFX: DX9c capable graphics card </li>
<li>OS: Microsoft Windows XP* or newer</li>
<li>Software: <br />o DirectX SDK (June 2010 release or later)<br />o Build with Microsoft Visual Studio 2008* w/SP1 or Visual Studio 2010*</li>
</ol>
<p>* Other names and brands may be claimed as the property of others.</p>
</td>
<td  height="19" valign="top" width="33%">
<ul>
<li><a title="Sandy Bridge Samples" href="http://software.intel.com/en-us/articles/sandy-bridge-samples/">Sandy Bridge Samples</a></li>
<li><a title="Onloaded Shadows" href="http://software.intel.com/en-us/articles/onloaded-shadows/">Onloaded Shadows</a></li>
<li><a title="AVX Cloth" href="http://software.intel.com/en-us/articles/avx-cloth/">AVX Cloth</a></li>
<li><a title="TickerTape" href="http://software.intel.com/en-us/articles/tickertape/">TickerTape Demo</a></li>
<li><a title="Smoke" href="http://software.intel.com/en-us/articles/smoke-technology-demo/">Smoke Game Technology </a></li>
<li><a href="http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/">OceanFog Using Directed3D 10 </a></li>
</ul>
</td>
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</tbody>
</table>
</td>
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</tbody>
</table>
</td>
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<td rowspan="2" width="10"><img src="http://software.intel.com/media/gamedev/_images/blank.gif" width="10" height="10" /></td>
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<td  valign="top"><!-- RHC --> 
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<td  width="215">
<table  border="0" cellspacing="0" cellpadding="0" width="223">
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<td height="4"><img src="http://software.intel.com/file/20516" width="232" height="4" /></td>
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<table  border="0" cellspacing="0" cellpadding="0" width="223">
<tbody>
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<td  valign="top"><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o="><img title="Intel Visual Adrenaline" border="0" alt="Intel Visual Adrenaline" src="http://software.intel.com/file/20512" width="223" height="71" /></a></td>
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<td  valign="top">
<table  border="0" cellspacing="0" cellpadding="0" width="223">
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<td height="8" width="11"></td>
<td  width="10"><img src="http://software.intel.com/file/20514" width="5" height="5" /></td>
<td ><a  title="Intel Adrenaline Developer Community" href="http://software.intel.com/en-us/visual-computing/">Developer Community</a></td>
<td width="10"></td>
</tr>
<tr>
<td height="8"></td>
<td ><img src="http://software.intel.com/file/20514" width="5" height="5" /></td>
<td ><a  title="Intel Adrenaline Software Partner Program" href="http://www.intel.com/cd/software/partner/asmo-na/eng/index.htm">Intel® Software Partner Program</a></td>
<td></td>
</tr>
<tr>
<td height="8"></td>
<td ><img src="http://software.intel.com/file/20514" width="5" height="5" /></td>
<td ><a  title="Intel Adrenaline Game On" href="http://www.intel.com/Consumer/Game/index.htm">Game On</a></td>
<td></td>
</tr>
<tr>
<td height="8"></td>
<td ><img src="http://software.intel.com/file/20514" width="5" height="5" /></td>
<td ><a  title="Intel Adrenaline Showcase" href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o=">Showcase</a></td>
<td></td>
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</tbody>
</table>
</td>
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<td height="4" valign="top"><img src="http://software.intel.com/file/20494" width="6" height="6" /></td>
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<br /><center> 
<table id="nav_table" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>
<table border="0" cellspacing="0" cellpadding="0" width="190">
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<td width="9"></td>
<td>
<div ><b>A Scalable 3D <br />Particle System</b><br /><a title="TickerTape" href="http://software.intel.com/en-us/articles/tickertape/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25664/" /></a><br /><br /><b>Benefits of SIMD</b><br /><a href="http://software.intel.com/en-us/articles/tickertape-part-2/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25665/" /></a><br /><br /><b>Visual Adrenaline</b><br /><a href="http://software.intel.com/sites/billboard/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25369" /></a><br /></div>
</td>
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</td>
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</center><br /><center> 
<table id="nav_table" border="1" cellspacing="0" cellpadding="0">
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<table border="0" cellspacing="0" cellpadding="0" width="190">
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<td class="right_container_hdr2" width="9"></td>
<td class="right_container_hdr2"><b>Intel Tools for Unreal Developers <br /><a href="http://software.intel.com/en-us/articles/epic-licenses-tbb-for-ue-licensees/">TBB for Unreal Engine</a></b></td>
<td class="right_container_hdr2"></td>
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<tr>
<td height="4" valign="top" colspan="3"><img src="http://software.intel.com/file/20494" width="4" height="4" /></td>
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<td class="right_container_hdr" width="9"></td>
<td class="right_container_hdr">
<h4>Related Links</h4>
</td>
<td class="right_container_hdr"></td>
</tr>
<tr>
<td height="4" valign="top" colspan="3"><img src="http://software.intel.com/file/20494" width="4" height="4" /></td>
</tr>
<tr>
<td height="15"></td>
<td valign="middle"><a title="Intel Visual Computing Home" href="http://www.intel.com/software/graphics">Visual Computing Home</a></td>
<td></td>
</tr>
<tr>
<td></td>
<td>
<h3>Intel<sup>®</sup> Technologies</h3>
</td>
<td></td>
</tr>
<tr>
<td></td>
<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a title="Intel Visual Computing Technologies Integrated Graphics" href="http://software.intel.com/en-us/articles/integrated-graphics/">Graphics</a><br /><a title="Intel Visual Computing Technologies Parallel Programming" href="http://software.intel.com/en-us/articles/parallel-programming-vc/">Parallel Programming</a></td>
<td></td>
</tr>
<tr>
<td height="4" valign="top" colspan="3"><img src="http://software.intel.com/file/20494" width="4" height="4" /></td>
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<tr>
<td></td>
<td>
<h3>Focus Areas</h3>
</td>
<td></td>
</tr>
<tr>
<td></td>
<td valign="top"><a title="Intel Game Development Focus Area" href="http://software.intel.com/en-us/articles/game-dev/">Game Development</a><br /><a title="Intel Visual Computing Artist/Animator Focus Area" href="http://software.intel.com/en-us/articles/artist-animator/">Artist/Animator</a><br /><a title="Intel Visual Computing Media Focus Area" href="http://software.intel.com/en-us/articles/media/">Media</a></td>
<td></td>
</tr>
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<td height="4" valign="top" colspan="3"></td>
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<tr>
<td></td>
<td>
<h3>Develop</h3>
</td>
<td></td>
</tr>
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<td></td>
<td valign="top"><a title="Intel Visual Computing Devlopment Tools" href="http://software.intel.com/en-us/articles/tools-vc/">Tools</a><br /><a title="Intel Visual Computing Devlopment Code" href="http://software.intel.com/en-us/articles/code/">Code</a></td>
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      <link>http://software.intel.com/en-us/articles/gpu-detect-sample/</link>
      <pubDate>Sat, 19 Feb 2011 00:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/gpu-detect-sample/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/gpu-detect-sample/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
    </item>
    <item>
      <title>Shadow Explorer</title>
      <description><![CDATA[ <link media="screen" href="http://software.intel.com/media/gamedev/css/3302_Intel_VC_01.css?v=11" type="text/css" rel="stylesheet" />
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<div id="header_content"><a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Developer Community"><img height="96" width="727" src="http://software.intel.com/file/20493/" border="0" /></a></div>
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<div >
<h2>Shadow Explorer</h2>
<p>Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus quality tradeoffs of each one, and discover which is best suited for their game. In this first version of Shadow Explorer, we include four algorithms for evaluation: simple shadow maps, percentage closer shadow maps, variance shadow maps and exponential variance shadow maps. Each method is optimized for performance and exposes several variables, which allow the developer to further refine the technique in real time. Additionally, two scenes are provided to enable the developer to explore the strengths of each technique on different types of geometry.</p>
<p><br /><em>Updated 7/14/2011: EVSM updates to respond to developer feedback.<br /><br /></em><a href="http://software.intel.comjavascript:void(0)" onclick="ndownload('http://software.intel.com/file/37775')" title="Shadow Explorer Source"><img src="http://software.intel.com/file/25370" border="0" /></a></p>
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<p>
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<b>
<p ><strong>Video:</strong> <a href="http://software.intel.com/en-us/videos/shadow-explorer-comparing-shadow-mapping-techniques/">Shadow Explorer Developer Walkthrough</a> (click to view larger)<br /><br /><br /><b>Read: </b><a href="http://software.intel.com/en-us/articles/comparing-shadow-mapping-techniques-with-shadow-explorer/">Comparing Shadow Mapping Techniques with Shadow Explorer</a><b><br />Blog Post:</b> <a href="http://origin-software.intel.com/en-us/blogs/2011/02/23/another-gaming-and-graphics-sample-coming-to-a-download-near-you/">Another Gaming and Graphics Sample: Coming to a download near you!</a></p>
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<div ><a href="http://software.intel.com/file/34402"><img src="http://software.intel.com/file/34403" alt="ShadowExplorer1_small.jpg" title="ShadowExplorer1_small.jpg" /></a></div>
</td>
<td width="234" valign="top">
<div ><a href="http://software.intel.com/file/34404"><img src="http://software.intel.com/file/34405" alt="ShadowExlorer2_small.jpg" title="ShadowExlorer2_small.jpg" /></a></div>
</td>
<td width="256" valign="top">
<div ><a href="http://software.intel.com/file/34406"><img src="http://software.intel.com/file/34407" alt="ShadowExplorer3_small.jpg" title="ShadowExplorer3_small.jpg" /></a></div>
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<p><i>The Shadow Explorer configured to show Exponential Variance Shadow Maps with 5 cascades.</i></p>
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<p><i>Visualizing the shadow map cascades within Shadow Explorer.</i></p>
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<p><i>The light space and the cascades can be visualized concurrently as the user changes multiple shadow techniques and inputs in real time.</i></p>
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<td width="65%" valign="top" height="19" class="arrow" ><span ><b>System Requirements</b></span></td>
<td width="35%" valign="top" height="19" class="arrow" ><span ><b><a href="http://software.intel.com/en-us/articles/code/">Additional Code Samples</a></b></span></td>
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<td width="33%" valign="top" height="19" ><ol>
<li>CPU: Dual core or better (Intel® Core™ i5 or better suggested)</li>
<li>GFX: DX9c capable graphics card </li>
<li>OS: Microsoft Windows Vista* or Microsoft Windows 7*</li>
<li>MEM: 2 GB of RAM or better </li>
<li>Software: <br />o DirectX SDK (June 2010 release or later)<br />o Build with Microsoft Visual Studio 2008* w/SP1 or Visual Studio 2010*</li>
</ol>
<p>* Other names and brands may be claimed as the property of others.</p>
</td>
<td width="33%" valign="top" height="19" >
<ul>
<li><a href="http://software.intel.com/en-us/articles/sandy-bridge-samples/" title="Sandy Bridge Samples">Sandy Bridge Samples</a></li>
<li><a href="http://software.intel.com/en-us/articles/onloaded-shadows/" title="Onloaded Shadows">Onloaded Shadows</a></li>
<li><a href="http://software.intel.com/en-us/articles/avx-cloth/" title="AVX Cloth">AVX Cloth</a></li>
<li><a href="http://software.intel.com/en-us/articles/tickertape/" title="TickerTape">TickerTape Demo</a></li>
<li><a href="http://software.intel.com/en-us/articles/smoke-technology-demo/" title="Smoke">Smoke Game Technology </a></li>
<li><a href="http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/">OceanFog Using Directed3D 10 </a></li>
</ul>
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<td height="4"><img height="4" width="232" src="http://software.intel.com/file/20516" /></td>
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<td valign="top" ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o="><img height="71" width="223" src="http://software.intel.com/file/20512" alt="Intel Visual Adrenaline" border="0" title="Intel Visual Adrenaline" /></a></td>
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<td width="10" ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://software.intel.com/en-us/visual-computing/" title="Intel Adrenaline Developer Community" >Developer Community</a></td>
<td width="10"></td>
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<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/cd/software/partner/asmo-na/eng/index.htm" title="Intel Adrenaline Software Partner Program" >Intel® Software Partner Program</a></td>
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<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intel.com/Consumer/Game/index.htm" title="Intel Adrenaline Game On" >Game On</a></td>
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<td height="8"></td>
<td ><img height="5" width="5" src="http://software.intel.com/file/20514" /></td>
<td ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o=" title="Intel Adrenaline Showcase" >Showcase</a></td>
<td></td>
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<td valign="top" height="7"><img height="7" width="223" src="http://software.intel.com/file/20515" /></td>
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<br /><center>
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<div ><b>A Scalable 3D <br />Particle System</b><br /><a href="http://software.intel.com/en-us/articles/tickertape/" title="TickerTape"><img src="http://software.intel.com/file/25664/" alt="Download PDF" border="0" /></a><br /><br /><b>Benefits of SIMD</b><br /><a href="http://software.intel.com/en-us/articles/tickertape-part-2/"><img src="http://software.intel.com/file/25665/" alt="Download PDF" border="0" /></a><br /><br /><b>Visual Adrenaline</b><br /><a href="http://software.intel.com/sites/billboard/"><img src="http://software.intel.com/file/25369" alt="Download PDF" border="0" /></a><br /></div>
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<td class="right_container_hdr2"><b>Intel Tools for Unreal Developers <br /><a href="http://software.intel.com/en-us/articles/epic-licenses-tbb-for-ue-licensees/">TBB for Unreal Engine</a></b></td>
<td class="right_container_hdr2"></td>
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<h4>Related Links</h4>
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<td colspan="3" valign="top" height="4"><img height="4" width="4" src="http://software.intel.com/file/20494" /></td>
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<td valign="middle"><a href="http://www.intel.com/software/graphics" title="Intel Visual Computing Home">Visual Computing Home</a></td>
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<h3>Intel<sup>®</sup> Technologies</h3>
</td>
<td></td>
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<td></td>
<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a href="http://software.intel.com/en-us/articles/integrated-graphics/" title="Intel Visual Computing Technologies Integrated Graphics">Graphics</a><br /><a href="http://software.intel.com/en-us/articles/parallel-programming-vc/" title="Intel Visual Computing Technologies Parallel Programming">Parallel Programming</a></td>
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<h3>Focus Areas</h3>
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<td></td>
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<td valign="top"><a href="http://software.intel.com/en-us/articles/game-dev/" title="Intel Game Development Focus Area">Game Development</a><br /><a href="http://software.intel.com/en-us/articles/artist-animator/" title="Intel Visual Computing Artist/Animator Focus Area">Artist/Animator</a><br /><a href="http://software.intel.com/en-us/articles/media/" title="Intel Visual Computing Media Focus Area">Media</a></td>
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<h3>Develop</h3>
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<td valign="top"><a href="http://software.intel.com/en-us/articles/tools-vc/" title="Intel Visual Computing Devlopment Tools">Tools</a><br /><a href="http://software.intel.com/en-us/articles/code/" title="Intel Visual Computing Devlopment Code">Code</a></td>
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</table> ]]></description>
      <link>http://software.intel.com/en-us/articles/shadowexplorer/</link>
      <pubDate>Sun, 06 Feb 2011 00:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/shadowexplorer/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/shadowexplorer/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
    </item>
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      <title>Adaptive Transparency</title>
      <description><![CDATA[ <link media="screen" href="http://software.intel.com/media/gamedev/css/3302_Intel_VC_01.css?v=11" type="text/css" rel="stylesheet" />
<link media="screen" href="http://software.intel.com/file/23729" type="text/css" rel="stylesheet" />
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<div id="header_content"><a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Research"><img src="http://software.intel.com/file/42465" border="0" height="96" width="727" /></a></div>
<a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Developer Community"> </a>
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<div id="showcase_01"><a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Developer Community">
<h2>Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry</h2>
<p><i>By Marco Salvi, Jefferson Montgomery, and Aaron Lefohn</i></p>
<p>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. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during rendering. It can be applied to a widerange of transparent geometry (e.g., foliage, windows, hair, and smoke). AT closely matches the ground-truth A-buffer solution and is both higher quality and faster than other approximate OIT techniques.<br /><br /><b>Citation: </b>Marco Salvi, Jefferson Montgomery and Aaron Lefohn. <i>Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry </i>, Game Developers Conference, March 2011.</p>
</a>
<p><a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Developer Community"><b>Slides:</b> </a><a href="http://software.intel.com/file/34621">AdaptiveTransparency GDC presentation</a> [PDF 1.45MB]<br /><br /><b>Code: </b><a onclick="ndownload('http://software.intel.com/file/34619')" href="http://software.intel.comjavascript:void(0)">AdaptiveTransparency_Source.zip</a> [29.9MB]<a href="http://bps10.idav.ucdavis.edu/"><br /></a></p>
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<td><a href="http://software.intel.com/file/34490"><img title="aoit_left_small.jpg" alt="aoit_left_small.jpg" src="http://software.intel.com/file/34489" /></a></td>
<td><a href="http://software.intel.com/file/34491"><img title="aoit_right_small.jpg" alt="aoit_right_small.jpg" src="http://software.intel.com/file/34492" /></a></td>
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<div >
<p><i>Transparency is a fundamental open problem in real-time rendering due to the difficulty of compositing in the right order an arbitrary number of transparent layers. The current situation in real-time applications is exemplified by the left image, where numerous objects are incorrectly composited when rendered with alpha-blending, the most popular algorithm for rendering transparent geometry. On the other hand, as shown by the right image, our algorithm can correctly composite all transparent layers while maintaining performance levels typical of real-time applications. </i></p>
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			 ]]></description>
      <link>http://software.intel.com/en-us/articles/adaptive-transparency/</link>
      <pubDate>Sat, 05 Feb 2011 00:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/adaptive-transparency/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/adaptive-transparency/</guid>
      <category>Visual Computing</category>
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      <category>Game Development</category>
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      <title>Threaded Crowd Simulation with Collision Avoidance</title>
      <description><![CDATA[ <h2 class="sectionHeading">Download article or visit Colony Page<br /></h2>
Download <a href="http://software.intel.com/file/32936">Threaded Crowd Simulation with Collision Avoidance</a> [PDF 714KB]<br />Visit <a href="http://software.intel.com/en-us/articles/colony/">Colony Page (source, binaries, videos)</a><br /><br /><br />
<p ><img src="http://software.intel.com/file/32941" /></p>
<div ><b>Figure 1: </b><i>Colony in action</i><br /></div>
<br />One problem that limits the ambitions of modern real-time strategy games is how to tackle the simulation of more than a few hundred units on screen all interacting with collision avoidance. How can we raise the bar on the number of units in a game and still have the game run in real time? Strategy and arcade genre games have small unit counts due to processing overhead. In Colony, we show how that overhead can be minimized with threading on the CPU. We show how to architect multi-threaded collision avoidance. We use profiling tools to visualize the application's behavior, identify problems, and verify the solutions. When optimized, Colony can simulate many thousands of AI-controlled units at 30 frames per second.<br /><br /><br />
<h2 class="sectionHeading">Introduction</h2>
Colony demonstrates a simulation on the scale of thousands of units within the context of a simple, game-like scenario. This demo showcases real-time local collision avoidance in a task-based, optimized code sample. Colony is implemented as an arcade game to simulate the performance budget game developers have for AI pathfinding and collision avoidance technologies. With Colony, we show how to manage a large number of units without busting the performance budget.<br /><br /><br />
<h2 class="sectionHeading">Colony: A Game That Plays Itself</h2>
This is not technically a game in that it has only minimal user interaction and no goal, but it was designed using a similar programming approach. The logic flow and data layout are comparable to what you would find in a modern game. Colony starts with a forest scene on a sunny day. Zooming in closer, you see robots moving about. The robots' primary goal is to pave over the entire forest. They first build some concrete factories around the map, after which they systematically deforest the region by making concrete, paving a section, and returning for more concrete. They go back and forth like this until the entire forest is gone, then they start over.<br /><br /><br />
<h2 class="sectionHeading">Architecture of the Colony Simulation</h2>
Colony is implemented in two parts, simulation and everything else such as gameplay and anything not related to the units. The map tiles, the trees, the coverage calculation, are all part of the second part. It's fairly lightweight because there is no real game functionality, but this is where any additional features would be implemented.<br /><br />Simulation data is stored in Game object along with the characteristics of the level, such as the dimensions of the map and associated data. The key function of the Game object is the simulation update routine. Collision avoidance is done in the update step using a spatial structure for sorting units. Colony uses a modified kd-Tree to store units, allowing fast access to the nearest neighbors of each unit. We also considered using a broadphase sweep and prune (SAP) approach. The problem with a SAP method is that insertions and deletions are expensive, and the unit count fluctuates constantly. Units were generally uniformly distributed on the map. To improve insertion and deletion performance we implemented a simple binning approach to exclude far units from consideration.<br /><br />The terrain was partitioned into a fixed-size rectangular grid that corresponds to the physical position of the map. At the beginning of each frame, we insert the units into bins based on their X and Y positions in the simulation. The bin size was chosen by experimenting with different sizes.<br /><br />The search distance in the simulation is based on the dimensions of the bins. Imagine just a few units all jostling around inside a square, each trying to avoid each other while attempting to move along a path to their goal.<br /><br />
<p ><img src="http://software.intel.com/file/32942" /></p>
<div ><b>Figure 2: </b><i>A two-dimensional projection of the Colony map bins</i><br /></div>
<br />The initial implementation of the update step looped through all units and computed the velocities each unit needs to reach its goal. To improve performance, the sight distance of each unit is limited to 2 bins allowing each unit to consider significantly fewer neighbors. The size of each bin is bounded by the maximum number of units that can exist on that part of the terrain.<br /><br />Units carry with them all the properties necessary to move about the map, such as velocity, their goal position, their position, and their radius. These are all stored in structure-of-array (SOA) data structures to ensure maximum cache efficiency and SIMD usability. All the information is stored in these arrays and then units are accessed solely by index.<br /><br /><br />
<h2 class="sectionHeading">Stepping the Simulation: The Update Call</h2>
Now that we have a better understanding of the underlying storage and binning, it's easier to see what goes on during a simulation update. The main loop in Colony calculates direction for units and reconciles physical forces and constraints from their local collision avoidance. A closer look at the simulation reveals a specific design strategy and the threading and performance optimizations that make such a large number of units possible.<br /><br /><br />
<h2 class="sectionHeading">Binning</h2>
We chose a static binning approach for two reasons. The first is better performance for the nearest-neighbor search needed for unit-unit collision avoidance. The second reason is the ease of hashing a position from the UI to world space. During each frame we rehash all units to their proper bins for the collision avoidance calculation. Current bin size provides the best balance between overhead of processing bins and simulation performance.<br /><br />
<p ><img src="http://software.intel.com/file/32943" /></p>
<div ><b>Figure 3: </b><i>Bins and nearest neighbor bins</i><br /></div>
<br />We had originally considered using a dynamic binning approach, in which the bins would automatically size themselves to contain all the units. However, this method ended up adding too much overhead in our specific scenario. A dynamic binning approach would make more sense with less uniformly distributed units or a dynamic map.<br /><br /><br />
<h2 class="sectionHeading">Updating Game Objects</h2>
This algorithm calculates each unit's new direction by casting two rays out from the current unit. These rays go in the direction the unit is currently moving, and are spaced the width of the unit apart.<br /><br />These rays are compared against every neighbor unit in each of the neighbor bins. If either ray hits any of the units, the current unit turns to the same point on the opposite ray (the yellow arrows in Figure 4). This causes the unit to make a sharp or gradual turn, depending on the distance to the neighbor.<br /><br />
<p ><img src="http://software.intel.com/file/32944" /></p>
<div ><b>Figure 4. </b><i>Example of collision ray casting</i><br /><br /></div>
<br />
<h2 class="sectionHeading">Parallelize Serial Hotspots</h2>
Amdahl's law reveals how serial code limits the maximum performance we can expect [M.QUINN04]:<br /><br />
<p ><img src="http://software.intel.com/file/32945" /></p>
<br />Ideally the Colony simulation would complete the entire update in parallel. Unfortunately, sequential steps are often necessary, as many computations serve as input to further steps. In Colony, we chose to distribute our work as tasks. For our approach, we utilized a Task Manager wrapper around Intel® Threading Building Blocks (TBB) that provides an easy interface to TBB's task-stealing architecture. With this Task Manager, we create a taskset for each step in the simulation, specifying all prerequisites to the taskset as dependencies. Dependencies of a taskset are previously created tasksets that must complete before the new taskset can begin execution. The simulation is partitioned such that each taskset does not require data calculated in other tasks within that operation, and that the range of data being operated on is easily split up. Our update function performs the following parallel steps, operating on arrays where the start and end indices demarcate a group of tasks executed in parallel across the cores of the CPU.<br /><ol>
<li>Assign units to bins</li>
<li>Determine new directions for binned units (depends on number 1)</li>
<li>Update units along their new direction and perform unit logic (depends on number 2)</li>
</ol>We can see the impact of this parallelization with Intel® VTune Amplifier XE 2011, showing the CalculateDirection method's concurrency when measured on a 4-core 2nd Generation Intel® Core™ processor with HDG 3000.<br /><br /><br />
<p ><img src="http://software.intel.com/file/32946" /></p>
<div ></div>
<div ><b>Figure 5. </b><i>Concurrency of the CalculateDirectionTask function</i><br /></div>
<br /><br />Intel VTune Amplifier XE 2011 also shows us overall concurrency. The majority of the simulation time is well distributed across the available hardware threads with only minor serial sections that can be mostly attributed to rendering:<br /><br />
<p ><img src="http://software.intel.com/file/32947" /></p>
<div ><b>Figure 6. </b><i>Overall concurrency histogram</i><i><br /></i></div>
<br />And here is the task distribution across one frame as observed using Intel® Graphics Performance Analyzers (Intel® GPA) Platform View with an exploded view of one hardware thread. As previously shown in Intel VTune Amplifier XE 2011, calculating directions takes up the majority of the time:<br /><br />
<p ><img src="http://software.intel.com/file/32948" /></p>
<div ><b>Figure 7. </b><i>Work spread across 8 threads on the test system</i><br /><br /></div>
<br />
<h2 class="sectionHeading">Performance</h2>
<p ><img src="http://software.intel.com/file/32949" /></p>
<div ><b>Figure 8. </b><i>Unit count at 30 frames per second</i><br /><br /></div>
<br />
<p ><img src="http://software.intel.com/file/32950" /></p>
<div ><b>Figure 9. </b><i>Decreasing frame times with more cores and with Intel® Hyper-Threading Technology</i><br /></div>
<br />With Intel® Hyper-Threading Technology on, we see a 1.79x performance gain when moving from 2 cores to 4 cores. This analysis was performed on a 4-core 2nd Generation Intel® Core™ processor with HDG 3000 with each core at 2.30 GHz.<br /><br />
<h2 class="sectionHeading">Future Work</h2>
Potential future work that can be done on Colony includes interactivity, animation, and improved binning. Interactivity and animated units would make the current workload more representative of a real game workload. Improved binning should be able to adapt bin size based on unit density. Smaller bins for high densities and larger bins for low densities would equalize the workload of each bin. In the binning approach currently implemented, some bins may have a max of one hundred units while other bins may be empty. A dynamic binning approach would better distribute the work of calculating directions for high concentration of units across multiple threads.<br /><br /><br />
<h2 class="sectionHeading">Conclusion</h2>
As CPU core counts continue to increase, the ability to harness that available horsepower is crucial to budgeting a larger number of units in modern real-time strategy games. Colony demonstrates one of many possible technologies for simulating a large number of units with collision avoidance. More advanced technologies could be considered, as well as implementations that focus on more advanced AI. As seen in our simulation update step, the key to easy parallelism lies in the identification of sequential blocks of code with tools such as Intel® Parallel Studio and the storage of data so that it can be easily broken up into chunks for processing, all of which is possible with Intel® Threading Building Blocks.<br /><br /><br />
<h2 class="sectionHeading">Resources</h2>
<ul>
<li>Colony source, binaries, videos, and related articles: <a href="http://software.intel.com/en-us/articles/colony/">http://software.intel.com/en-us/articles/colony/</a></li>
<li>Intel® Parallel Studio: <a href="http://software.intel.com/en-us/intel-parallel-studio-home/">http://software.intel.com/en-us/intel-parallel-studio-home/</a></li>
<li>Intel® Compilers: <a href="http://software.intel.com/en-us/intel-compilers/">http://software.intel.com/en-us/intel-compilers/</a></li>
<li>Intel® Graphics Performance Analyzers: <a href="http://software.intel.com/en-us/articles/intel-gpa/">http://software.intel.com/en-us/articles/intel-gpa/</a></li>
<li>[M.QUINN04] M. Quinn, Parallel Programming in C with MP and OpenMP, McGraw Hill, 2004.</li>
</ul>
<br />
<h2 class="sectionHeading">About the Authors</h2>
Kyle Weicht is a software engineer in the Intel Software and Services Group, where he supports Intel graphics solutions in the Visual Computing Software Division. He holds a B.S. in Game Development from Full Sail University.<br /><br />Omar A. Rodriguez is a software engineer in the Intel Software and Services Group, where he supports Intel graphics solutions in the Visual Computing Software Division. He holds a B.S. in Computer Science from Arizona State University. Omar is not the lead guitarist for the Mars Volta.<br /><br />Jeff Freeman is a software engineer in the Intel Software and Services Group, where he supports Intel graphics solutions in the Visual Computing Software Division. He holds a B.S. in Computer Science from Rensselaer Polytechnic Institute.<br /><br />
<div  id="vc-meta">
<div id="vc-meta-author">
<div>Omar A. Rodriguez</div>
<div>Kyle Weicht</div>
<div>Jeff Freeman</div>
</div>
<div id="vc-meta-pubdate">12-15-2010</div>
<div id="vc-meta-modificationdate">12-15-2010</div>
<div id="vc-meta-taxonomy">Tech Articles</div>
<div id="vc-meta-category-product">
<div class="gpa">Intel® GPA</div>
<div class="tbb">Intel® TBB</div>
</div>
<div id="vc-meta-category"></div>
<div id="vc-meta-thumb"></div>
<div id="vc-meta-thumb-tout"></div>
<div id="vc-meta-thumb-hero"></div>
<div id="vc-meta-tocenable">no</div>
<div id="vc-meta-abstract">We introduce Colony, a real-time simulation of a large number of units with AI and collision avoidance. Colony harnesses increasing CPU core count to parallelize serial portions of simulation update code identified by Intel® Parallel Studio. The optimized task-based version of Colony can simulate many thousands of AI-controlled units at 30 frames per second.</div>
</div> ]]></description>
      <link>http://software.intel.com/en-us/articles/threaded-crowd-simulation-with-collision-avoidance/</link>
      <pubDate>Thu, 16 Dec 2010 00:00:00 -0800</pubDate>
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      <category>Visual Computing</category>
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      <title>Onloaded Shadows</title>
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<h2>Onloaded Shadows</h2>
<p>Onloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the camera are calculated every frame on the GPU, but the shadow maps for objects in the second cascade and beyond are calculated less often on the CPU. This allows for better work balancing across the CPU and GPU.<br /><br /><a title="Onloaded Shadows Source" onclick="ndownload('http://software.intel.com/file/33179')" href="http://software.intel.comjavascript:void(0)"><img border="0" src="http://software.intel.com/file/25370" /></a><br /><br /><a title="Onloaded Shadows Installer" onclick="ndownload('http://software.intel.com/file/33178')" href="http://software.intel.comjavascript:void(0)"><img border="0" src="http://software.intel.com/file/25371" /></a></p>
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<p ><a href="http://software.intel.com http://software.intel.com/en-us/videos/onloaded-shadows-demo/">Onloaded Shadows Developer Walkthrough </a>(click to view larger)<br /><br /><br /><b>Read: </b><a href="http://software.intel.com/en-us/articles/onloaded-shadows-moving-shadow-map-generation-from-the-gpu-to-the-cpu/">Onloaded Shadows: Moving Shadow Map Generation from the GPU to the CPU</a><br /><b>Blog Post:</b> <a href="http://software.intel.com/en-us/blogs/2011/01/04/distributing-shadow-map-calculations/">Distributing Shadow Map Calculations</a></p>
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<p><i>Screenshot of the application with Onloaded Shadows technique.</i></p>
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<p><i>Screenshot of the sample from the light's view with cascades visualized.</i></p>
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<p >Screenshot of the sample upon start up.  Shadows further from the camera are calculated on the CPU asynchronously.</p>
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<td width="65%" valign="top" height="19"  class="arrow"><span ><b>System Requirements</b></span></td>
<td width="35%" valign="top" height="19"  class="arrow"><span ><b><a href="http://software.intel.com/en-us/articles/code/">Additional Code Samples</a></b></span></td>
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<td width="33%" valign="top" height="19" ><ol>
<li>CPU: Dual core or better (Intel® Core™ i5 or better suggested)</li>
<li>GFX: DX9c capable graphics card </li>
<li>OS: Microsoft Windows Vista* or Microsoft Windows 7*</li>
<li>MEM: 2 GB of RAM or better </li>
<li>Software: <br />o DirectX SDK (June 2010 release or later)<br />o Build with Microsoft Visual Studio 2008* w/SP1 or Visual Studio 2010*</li>
</ol>
<p>* Other names and brands may be claimed as the property of others.</p>
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<li><a title="Sandy Bridge Samples" href="http://software.intel.com/en-us/articles/sandy-bridge-samples/">Sandy Bridge Samples</a></li>
<li><a title="AVX Cloth" href="http://software.intel.com/en-us/articles/avx-cloth/">AVX Cloth</a></li>
<li><a title="TickerTape" href="http://software.intel.com/en-us/articles/tickertape/">TickerTape Demo</a></li>
<li><a title="Smoke" href="http://software.intel.com/en-us/articles/smoke-technology-demo/">Smoke Game Technology </a></li>
<li><a href="http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/">OceanFog Using Directed3D 10 </a></li>
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<div ><b>A Scalable 3D <br />Particle System</b><br /><a title="TickerTape" href="http://software.intel.com/en-us/articles/tickertape/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25664/" /></a><br /><br /><b>Benefits of SIMD</b><br /><a href="http://software.intel.com/en-us/articles/tickertape-part-2/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25665/" /></a><br /><br /><b>Visual Adrenaline</b><br /><a href="http://software.intel.com/sites/billboard/"><img border="0" alt="Download PDF" src="http://software.intel.com/file/25369" /></a><br /></div>
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<td class="right_container_hdr2"><b>Intel Tools for Unreal Developers <br /><a href="http://software.intel.com/en-us/articles/epic-licenses-tbb-for-ue-licensees/">TBB for Unreal Engine</a></b></td>
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<h4>Related Links</h4>
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<td valign="middle"><a title="Intel Visual Computing Home" href="http://www.intel.com/software/graphics">Visual Computing Home</a></td>
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<h3>Intel<sup>®</sup> Technologies</h3>
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<td valign="top"><a href="http://www.intel.com/software/sandybridge">Sandy Bridge</a><br /><a title="Intel Visual Computing Technologies Integrated Graphics" href="http://software.intel.com/en-us/articles/integrated-graphics/">Graphics</a><br /><a title="Intel Visual Computing Technologies Parallel Programming" href="http://software.intel.com/en-us/articles/parallel-programming-vc/">Parallel Programming</a></td>
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<h3>Focus Areas</h3>
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<td valign="top"><a title="Intel Game Development Focus Area" href="http://software.intel.com/en-us/articles/game-dev/">Game Development</a><br /><a title="Intel Visual Computing Artist/Animator Focus Area" href="http://software.intel.com/en-us/articles/artist-animator/">Artist/Animator</a><br /><a title="Intel Visual Computing Media Focus Area" href="http://software.intel.com/en-us/articles/media/">Media</a></td>
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<h3>Develop</h3>
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<td valign="top"><a title="Intel Visual Computing Devlopment Tools" href="http://software.intel.com/en-us/articles/tools-vc/">Tools</a><br /><a title="Intel Visual Computing Devlopment Code" href="http://software.intel.com/en-us/articles/code/">Code</a></td>
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      <link>http://software.intel.com/en-us/articles/onloaded-shadows/</link>
      <pubDate>Sun, 12 Dec 2010 00:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/onloaded-shadows/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/onloaded-shadows/</guid>
      <category>Visual Computing</category>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
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