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      <title>Spark: Modular, Composable Shaders for Graphics Hardware</title>
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<div id="header_content"><a title="Visual Computing Research" href="http://software.intel.com/en-us/visual-computing/"><img src="http://software.intel.com/file/42465" border="0" height="96" width="727" /></a></div>
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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>
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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>Intel Software License Agreement for Intel® Media SDK (SDK, Single User)</title>
      <description><![CDATA[ <center><b><span >IMPORTANT - READ BEFORE COPYING, INSTALLING OR USING. </span></b></center><br /><b>Do not use or load this software and any associated materials (collectively, the "Software") until you have carefully read the following terms and conditions. By loading or using the Software, you agree to the terms of this Agreement. If you do not wish to so agree, do not install or use the Software.</b><br /><br /><b><span >LICENSE:</span></b> Subject to the restrictions below, Intel Corporation ("Intel") grants to you the following non-exclusive, non-assignable, royalty-free copyright licenses in the Software. The Software may contain the software and other property of third party suppliers, some of which may be identified in, and licensed in accordance with, the "license.txt" file or other text or file in the Software:<br /> 
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<b><span >RESTRICTIONS.</span></b> You will make reasonable efforts to discontinue distribution of the portions of the Software that you are licensed hereunder to distribute, upon Intel's release of an update, upgrade or new version of the Software and to make reasonable efforts to distribute such updates, upgrades or new versions to your customers who have received the Software herein. You may not reverse-assemble, reverse-compile, or otherwise reverse-engineer any software provided solely in binary form. Distribution of the Software is also subject to the following limitations: you (i) are solely responsible to your customers for any update or support obligation or other liability which may arise from the distribution, (ii) do not make any statement that your product is "certified," or that its performance is guaranteed, by Intel, (iii) do not use Intel's name or trademarks to market your product without written permission, (iv) shall prohibit disassembly and reverse engineering, and (v) shall indemnify, hold harmless, and defend Intel and its suppliers from and against any claims or lawsuits, including attorney's fees, that arise or result from your distribution of any product.<br /><br /><b><span >MEDIA FORMAT CODECS AND DIGITAL RIGHTS MANAGEMENT.</span></b> You acknowledge and agree that your use of the Software or distribution thereof with your products as permitted by this license may require you to procure license(s) from one or more third parties that may hold intellectual property rights applicable to the media format transcoding and/or digital rights management capabilities of the Software, if any.<br /><br /><b><span >OWNERSHIP OF SOFTWARE AND COPYRIGHTS.</span></b> Title to all copies of the Software remains with Intel or its suppliers. The Software is copyrighted and protected by the laws of the United States and other countries, and international treaty provisions. You may not remove any copyright notices from the Software. Intel may make changes to the Software, or to items referenced therein, at any time without notice, but is not obligated to support or update the Software. Except as otherwise expressly provided, Intel grants no express or implied right under Intel patents, copyrights, trademarks, or other intellectual property rights. You may transfer the Software only if the recipient agrees to be fully bound by these terms and if you retain no copies of the Software.<br /><br /><b><span >LICENSE TO USE COMMENTS OR SUGGESTIONS.</span></b> This Agreement does NOT obligate you to provide Intel with comments or suggestions regarding the Software. However, should you provide Intel with comments or suggestions for the modification, correction, improvement or enhancement of (a) the Software or (b) Intel products or processes which work with the Software, you grants to Intel a non-exclusive, irrevocable, worldwide, royalty-free license, with the right to sublicense Intel's licensees and customers, under your intellectual property rights, the rights to use and disclose such comments and suggestions in any manner Intel chooses and to display, perform, copy, make, have made, use, sell, and otherwise dispose of Intel's and its sublicensee's products embodying such comments and suggestions in any manner and via any media Intel chooses, without reference to the source.<br /><br /><b><span >LIMITED MEDIA WARRANTY.</span></b> If the Software has been delivered by Intel on physical media, Intel warrants the media to be free from material physical defects for a period of ninety days after delivery by Intel. If such a defect is found, return the media to Intel for replacement or alternate delivery of the Software as Intel may select.<br /><br /><b><span >EXCLUSION OF OTHER WARRANTIES.</span></b> EXCEPT AS PROVIDED ABOVE, THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY EXPRESS OR IMPLIED WARRANTY OF ANY KIND INCLUDING WARRANTIES OF MERCHANTABILITY, NONINFRINGEMENT, OR FITNESS FOR A PARTICULAR PURPOSE. Intel does not warrant or assume responsibility for the accuracy or completeness of any information, text, graphics, links or other items contained within the Software.<br /><br /><b><span >LIMITATION OF LIABILITY.</span></b> IN NO EVENT SHALL INTEL OR ITS SUPPLIERS BE LIABLE FOR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, LOST PROFITS, BUSINESS INTERRUPTION, OR LOST INFORMATION) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SOFTWARE, EVEN IF INTEL HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS PROHIBIT EXCLUSION OR LIMITATION OF LIABILITY FOR IMPLIED WARRANTIES OR CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. YOU MAY ALSO HAVE OTHER LEGAL RIGHTS THAT VARY FROM JURISDICTION TO JURISDICTION.<br /><br /><b><span >TERMINATION OF THIS AGREEMENT.</span></b> Intel may terminate this Agreement at any time if you violate its terms. Upon termination, you will immediately destroy the Software or return all copies of the Software to Intel.<br /><br /><b><span >APPLICABLE LAWS.</span></b> Claims arising under this Agreement shall be governed by the laws of Delaware, excluding its principles of conflict of laws and the United Nations Convention on Contracts for the Sale of Goods. You may not export the Software in violation of applicable export laws and regulations. Intel is not obligated under any other agreements unless they are in writing and signed by an authorized representative of Intel.<br /><br /><b><span >EXPORT REGULATIONS.</span></b> You shall not export, either directly or indirectly, any product, service or technical data or system incorporating such items without first obtaining any required license or other approval from the U. S. Department of Commerce or any other agency or department of the United States Government. In the event any product is exported from the United States or re-exported from a foreign destination by you, you shall ensure that the distribution and export/re-export or import of the product is in compliance with all laws, regulations, orders, or other restrictions of the U.S. Export Administration Regulations and the appropriate foreign government. You agree that neither you nor any of your subsidiaries will export/re-export any technical data, process, product, or service, directly or indirectly, to any country for which the United States government or any agency thereof or the foreign government from where it is shipping requires an export license, or other governmental approval, without first obtaining such license or approval.<br /><br /><b><span >GOVERNMENT RESTRICTED RIGHTS.</span></b> The Software is provided with "RESTRICTED RIGHTS." Use, duplication, or disclosure by the Government is subject to restrictions as set forth in FAR52.227-14 and DFAR252.227-7013 et seq. or its successor. Use of the Software by the Government constitutes acknowledgment of Intel's proprietary rights therein. Contractor or Manufacturer is Intel Corporation, 2200 Mission College Blvd., Santa Clara, CA 95052.<br /><br /> ]]></description>
      <link>http://software.intel.com/en-us/articles/intel-software-license-agreement-for-intel-media-sdk-sdk-single-user/</link>
      <pubDate>Thu, 07 Apr 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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<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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<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>
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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>
<td class="right_container_hdr2"></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>
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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>
    </item>
    <item>
      <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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<td width="33%" valign="top" height="19" ><ol>
<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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<td>
<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>
</tr>
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<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>
</td>
<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>
</td>
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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>
    </item>
    <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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<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 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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<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>
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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" ><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 ><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 ><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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<h4>Related Links</h4>
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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>
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<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/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>
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      <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" />
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<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>
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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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<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>
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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="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>
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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 ><a  title="Intel Adrenaline Developer Community" href="http://software.intel.com/en-us/visual-computing/">Developer Community</a></td>
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<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>
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<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>
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<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>
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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>
</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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<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>
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<td height="4" valign="top" colspan="3"></td>
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<td></td>
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<h3>Develop</h3>
</td>
<td></td>
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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>
<td></td>
</tr>
<tr>
<td height="4" valign="top" colspan="3"></td>
</tr>
</tbody>
</table>
</td>
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</table> ]]></description>
      <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" />
<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 Developer Community"><img height="96" width="727" src="http://software.intel.com/file/20493/" border="0" /></a></div>
<div id="left_content_container2"><!-- START left content -->
<div id="showcase_01">
<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>
</div>
<div >
<p>
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</p>
<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>
</td>
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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" class="arrow" ></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>
<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.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>
<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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</center><br /><center>
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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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<td class="right_container_hdr">
<h4>Related Links</h4>
</td>
<td class="right_container_hdr"></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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<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>
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<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>
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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>
</td>
<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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<td></td>
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<h3>Develop</h3>
</td>
<td></td>
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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>
    <item>
      <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>
<div id="left_content_container2"><a href="http://software.intel.com/en-us/visual-computing/" title="Visual Computing Developer Community"><!-- START left content --> </a>
<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>
      <category>Code &amp; Downloads</category>
      <category>Game Development</category>
    </item>
    <item>
      <title>Announcing Intel® Graphics Performance Analyzers 4.0</title>
      <description><![CDATA[ <p><b></b></p>
<b>NOTE: Intel GPA 4.0 is no longer the latest release of Intel Intel® Graphics Performance Analyzers (Intel® GPA). Please see the <a href="http://www.intel.com/software/gpa/">Intel GPA Home Page </a>to download the latest release.</b>
<p><b></b></p>
<p><b>Thanks for using Intel GPA!</b></p>
<p>________________________________________________________________________________</p>
<p><b>Announcing Version 4.0 of Intel® Graphics Performance Analyzers (Intel® GPA)<br /></b></p>
Intel® GPA is a suite of software tools that provides game developers with platform-level performance analysis tools to help optimize application performance. Version 4.0 adds significant new features to the product, based upon recommendations from game developers such as yourself.<br /><br />If you're already a registered user, you can download Version 4.0 by browsing to the <a href="https://registrationcenter.intel.com/regcenter/myproducts.aspx" target="_blank">Intel Products Download Page</a>. If this think link doesn't work or if you're a new user, download this latest version by browsing to the <a href="http://www.intel.com/software/gpa">Intel GPA Home Page </a>and selecting the "Download Now" button.  <br /><br /><br /><b>What's New</b><br /><br /> Version 4.0 of the Intel® Graphics Performance Analyzers contains the   following new features:<br /><br /> 
<ul>
<li><b>General</b> 
<ul>
<li>New workflows simplify analyzing games </li>
<li>Microsoft DirectX* 11 support allows more games to be analyzed and optimized with the product</li>
<li>Fully-configurable triggers to automatically capture frame or trace  	 files (for example, "capture all frames that are slower than 20 FPS")</li>
<li>Screenshot thumbnails provided for frame capture files, providing a visual queue for which frame to analyze</li>
<li>New "how to" help videos assist both new users and seasoned veterans to more quickly take advantage of the new release </li>
</ul>
</li>
<li><b>Intel® GPA System Analyzer Heads-Up Display (HUD)</b> 
<ul>
<li>The new HUD interface provides for an easier, more intuitive analysis when running on a single PC </li>
<li>Support for new GPU metrics when running on Intel® HD Graphics 2000/3000 hardware provides for an even more detailed analysis of your game's performance bottlenecks</li>
</ul>
</li>
<li><b>Intel® GPA Frame Analyzer</b> 
<ul>
<li>Multiple Render Target (MRT) view support for games that utilize this feature </li>
<li>Vendor-specific texture types now supported </li>
<li>Support for new GPU metrics when running on Intel® HD Graphics 2000/3000 hardware provides for an even more detailed analysis of your game's performance bottlenecks </li>
</ul>
</li>
<li><b>Intel® GPA Platform Analyzer (beta release)</b> 
<ul>
<li>The features of the Intel® GPA System Analyzer Platform View (originally released with Intel GPA 3.0) have now been implemented as a   stand-alone application </li>
<li>A new, optimized tracing API makes it easier to add instrumentation to your own games and graphics applications.</li>
</ul>
</li>
<li><b>Analyzing CPU and GPU workloads enabled by Microsoft Internet Explorer 9* (experimental feature) </b><br /> 
<ul>
<li>Internet Explorer 9* supports hardware-accelerated graphics for content rendering, page composition, and desktop composition (<a href="http://blogs.msdn.com/b/ie/archive/2010/09/10/the-architecture-of-full-hardware-acceleration-of-all-web-page-content.aspx">see this article </a>for more details). For those developing graphics-rich web content, Intel GPA is a "must have" tool for optimizing this content for your users. </li>
<li>Note: In order to enable Intel GPA profiling for the browser, you'll  need to use an Internet Explorer 9* registry setting so that all your  tabs open under the same iexplore.exe process (TabProcGrowth=0). <a href="http://blogs.msdn.com/b/askie/archive/2009/03/09/opening-a-new-tab-may-launch-a-new-process-with-internet-explorer-8-0.aspx">See  this article </a>for details.</li>
<li>This feature first appeared in Intel GPA 4.0, Build 142660.</li>
</ul>
</li>
</ul>
To start using the new workflow and features, "take the tour" of Intel GPA 4.0 by referring to the new Quick Start Guide that's installed with the product (access it through the Windows Start Menu for the Intel GPA product).<br /><br />Want more info on Intel GPA? Check out either the <a href="http://software.intel.com/en-us/articles/intel-gpa/">Intel GPA Home Page</a>, the <a href="http://software.intel.com/en-us/articles/gpa-faq/">Intel GPA FAQ</a>, or the <a href="http://software.intel.com/en-us/articles/intel-gpa-kb/all/1/">Intel GPA Knowledge Base </a>articles.<br /><br /><br /><b>Screen Shots of Intel GPA 4.0 in Action<br /><br /> </b><br /><b> 
<ul>
<li><b><b>Intel® GPA System Analyzer Heads-Up Display (HUD)</b></b></li>
</ul>
<b><img alt="GPA4+HUD.png" src="http://software.intel.com/file/34272" title="GPA4+HUD.png" height="576" width="740" /></b><br /><br /> <b><b><br /></b></b> 
<ul>
<li><b><b>Intel® GPA Frame Analyzer</b></b></li>
</ul>
<b><b><img alt="GPA4+FrameAnalyzer.png" src="http://software.intel.com/file/34273" title="GPA4+FrameAnalyzer.png" height="653" width="872" /><br /><br /></b></b> 
<ul>
<li><b><b>Intel® GPA Platform Analyzer</b></b></li>
</ul>
</b><img alt="GPA4+PlatformAnalyzer.png" src="http://software.intel.com/file/34274" title="GPA4+PlatformAnalyzer.png" /><br /><b> <br /></b><br /><b>Product Overview</b><br /><br /> Intel® GPA, Version 4.0, contains the following components:<br /><br /> 
<ul>
<li><b>Intel® GPA System Analyzer HUD (Heads-Up Display)</b> - displays  	 application performance metrics in real time, overlaid on your Microsoft  	 DirectX* application. This tool enables you to understand the high-level  	 performance profile of your graphics application, in order to determine whether  	 your application is CPU bound or GPU bound. If your application is  	 GPU bound, you can use a keyboard shortcuts to capture a GPU frame for detailed  	 analysis by the Intel® GPA Frame Analyzer. If your application is  	 CPU-bound, you can use a keyboard shortcut to capture a trace file for detailed  	 analysis by the Intel® GPA Platform Analyzer. Press Ctrl-F1 in the  	 HUD to see the keyboard shortcut list.</li>
<li><b>Intel® GPA Frame Analyzer</b> - provides  	 a detailed view of a captured frame file, which contains all Microsoft  	 DirectX* context used to render the selected 3D frame, as well as  	 per-draw call/region GPU metrics. This tool enables you to understand  	 the performance of your application at the frame level, render target  	 level, and drawcall level. It enables detailed analysis and "what  	 if" optimization experiments without the need to recompile or rebuild your application.</li>
<li><b>Intel® GPA Platform Analyzer (</b><b>beta release)</b> - visualizes the execution profile of the tasks in your code on the heterogeneous (CPU+GPU) PC platform over  	 time. This tool collects trace data during the application run to  	 provide detailed analysis of how your code executes across all threads,  	 and correlates the CPU work with work being done on the GPU. The tool  	 automatically aligns clocks across all cores in the entire system  	 so that you can analyze CPU-based workloads together with GPU-based  	 workloads on the timeline. </li>
<li><b>Intel® GPA Monitor</b> - connects  	 Intel® GPA to your application  (locally or on a remote computer),  	 and enables you to configure the  HUD mode and keyboard shortcuts.</li>
</ul>
<br /><i>* Other names and brands may be claimed as the property of others.</i> ]]></description>
      <link>http://software.intel.com/en-us/articles/announcing-gpa-4dot0/</link>
      <pubDate>Sat, 08 Jan 2011 23:00:00 -0800</pubDate>
      <comments>http://software.intel.com/en-us/articles/announcing-gpa-4dot0/#comments</comments>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/announcing-gpa-4dot0/</guid>
      <category>Tools</category>
      <category>Visual Computing</category>
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      <title>Onloaded Shadows</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" />
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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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<b>
<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>
</b></div>
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<div ><a href="http://software.intel.com/file/32939"><img title="OnloadedShadowsWeb1_small.jpg" alt="OnloadedShadowsWeb1_small.jpg" src="http://software.intel.com/file/32937" /></a></div>
</td>
<td width="234" valign="top">
<div ><a href="http://software.intel.com/file/32940"><img title="OnloadedShadowsWeb2_small.jpg" alt="OnloadedShadowsWeb2_small.jpg" src="http://software.intel.com/file/32938" /></a></div>
</td>
<td width="256" valign="top">
<div ><a href="http://software.intel.com/file/33185"><img title="OnloadedShadowsWeb3_small.jpg" alt="OnloadedShadowsWeb3_small.jpg" src="http://software.intel.com/file/33186" /></a></div>
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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>
</td>
<td width="33%" valign="top" height="19" >
<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="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>
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<td valign="top" ><a href="http://www.intelsoftwaregraphics.com/?lid=5ceakfXf8Ho=&amp;siteid=cqMoF5H/37o="><img width="223" height="71" border="0" title="Intel Visual Adrenaline" alt="Intel Visual Adrenaline" src="http://software.intel.com/file/20512" /></a></td>
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<td width="10" ><img width="5" height="5" src="http://software.intel.com/file/20514" /></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>
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<td ><img width="5" height="5" src="http://software.intel.com/file/20514" /></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>
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<td height="8"></td>
<td ><img width="5" height="5" src="http://software.intel.com/file/20514" /></td>
<td ><a  title="Intel Adrenaline Game On" href="http://www.intel.com/Consumer/Game/index.htm">Game On</a></td>
<td></td>
</tr>
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<td height="8"></td>
<td ><img width="5" height="5" src="http://software.intel.com/file/20514" /></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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<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>
<td class="right_container_hdr2"></td>
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<h4>Related Links</h4>
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<td class="right_container_hdr"></td>
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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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<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>
<tr>
<td valign="top" height="4" colspan="3"></td>
</tr>
<tr>
<td></td>
<td>
<h3>Develop</h3>
</td>
<td></td>
</tr>
<tr>
<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>
<td></td>
</tr>
<tr>
<td valign="top" height="4" colspan="3"></td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</center><!--END right column Content --></td>
</tr>
</tbody>
</table> ]]></description>
      <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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