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Posts in the "Art, Music, & Animation" Category 
Posts about creating art, music, and animation using digital content creation tools.
Real-time filmmaking: Writer becomes Animator
By John Martin (2 posts) on April 18, 2011 at 10:17 am
Comments (0)
This slab of the spectrum is a space where I share the POV of a real-time 3D frontiersman. When not thwarting the world of evil villains, I'm working with Reallusion to evangelize and further develop our real-time 3D and 2D animation software tools, iClone and CrazyTalk. Reallusion is part of the Intel Software Partner program [...]
Category: Art, Music, & Animation, Graphics & Media
Megaloptura Update: Organic 3D Models
By Randy of Neuron (12 posts) on April 13, 2011 at 7:39 am
Comments (0)
Well, we have all been working hard to get this new game out. Here are a couple of the 3D models that I built and rendered. I find it to be an easier process to model everything first, cover it with default materials and then after I get the 3D mesh the way I like, [...]
Category: Art, Music, & Animation, Game Development
Megaloptura Update : It's cold in the render box!
By Randy of Neuron (12 posts) on April 12, 2011 at 10:09 am
Comments (0)
Hey everyone, I am going to try to keep you up to speed on the latest developments of our new game Megaloptura from Neuron Games, Inc. So with that being said, let's get started! Yeah!!! You can also follow Megaloptura directly on facebook at www.facebook.com/Megaloptura Okay, so I wanted part of the game [...]
Category: Art, Music, & Animation, Game Development
Could PC Gaming be critical to our Nation’s future?
By Matt Ployhar (Intel) (46 posts) on April 11, 2011 at 3:14 pm
Comments (3)
Sounds like a pretty bold declaration at first doesn’t it? However; there are several things that have occurred over the past few years that have led up to my position here that I’d like to share with everyone. You can then draw your own conclusions. I almost titled this: Why – we need you for [...]
Category: Academic, Art, Music, & Animation, Embedded Computing, Game Development, Graphics & Media, Mobility, Parallel Programming, Performance and Optimization, Software Tools, Uncategorized
Solitude and Zombies: Waking up to a New Gaming Industry
By Roger Chandler (Intel) (2 posts) on February 10, 2011 at 4:45 pm
Comments (5)
Tremendous changes has been “unleashed” in the $60 billion gaming industry over the past few years. The players, the games, the business models, the game delivery mechanisms, the platforms, the market size, and the way players interact with games have all changed. And through it all, the PC -- the most open and innovative of all the gaming platforms – is experiencing a renaissance, as the platform of choice for developers who wish to better control their own destinies.
Category: Art, Music, & Animation, Game Development, Graphics & Media, Intel SW Partner Program, Software Tools
Tags: $60 billion gaming industry, 28 Days Later, apple, bestselling apps, business models, changing industry, Chris Taylor, Cillian Murphy, demographics of gamers, desktops, digital distribution, emotions, entertainment software association, episodic purchases, ESA, Facebook games, facial recognition, free-to-play, game download, gaming consoles, Gaming Industry, Gas Powered Games, GDC, Gesture control, graphics, graphics industry, IGN, immersive, in-game transactions, Intel, iPhone, Left 4 Dead, Markus Perrson, Minecraft, netbooks, Notebooks, pc games, PC Gaming, PC gaming platform, PC gaming renaissance, plants vs zombies, Playstation, PS2, PS3, Roger Chandler, Sandy Bridge, Smartphones, Social network gaming, software, solid state drives, stereoscopic 3D, subscriptions, tablets, touch-screens, Wii, wireless display, Xbox 360, z-cameras, zombie pandemic, Zombies
Using Linux Top to troubleshoot multi-core scalability issues at DreamWorks Animation
By Ram Ramanujam (Intel) (2 posts) on February 9, 2011 at 10:47 am
Comments (1)
Imagine you are placed in an animated movie production environment where multiple applications run concurrently to solve a problem, and each application is using fork-join process parallelism during its run. You are asked why the overall run is not scaling well with the number of cores on the system! Clearly, at this point understanding system [...]
Category: Art, Music, & Animation, Game Development, Software Tools
Tags: dreamworks, DreamWorksEngineering
Welcoming Will.i.am !!! I gotta feeling that this year is gonna be a good year!
By Steve Pitzel (Intel) (54 posts) on January 26, 2011 at 10:29 am
Comments (0)
Unless you're living under a rock you've heard by now that Will.i.am is our new Director of Creative Innovation. I've always said that it's not the technology alone, it's about what creative people do with that technology that makes it rock - and now we have the perfect ambassador and evangelist not only to drive [...]
Category: Art, Music, & Animation
Tags: Pitzel, will.i.am; intel; artistanimator;
Humanity+ Conference at Caltech, Transhumanism
By Audri Phillips (11 posts) on December 16, 2010 at 2:04 pm
Comments (1)
This year Caltech hosted the Humanity+ conference. I had been given a press pass to attend, but for a variety of reasons, plus perhaps a bit of stay at home fever on my part I chose to send my avator to the conference instead, no, actually I streamed it instead. I sat transfixed in front [...]
Category: Art, Music, & Animation
Tags: Academic, AI, art, Atom Processor, Game Development, life extension, software
Working with DreamWorks Animation
By Ram Ramanujam (Intel) (2 posts) on October 13, 2010 at 8:11 am
Comments (1)
Hello everyone, My name is Ram Ramanujam, and I lead Intel’s engineering team engaged with DreamWorks Animation to optimize/re-architect their applications for stereo 3D. One aspect of our joint efforts is to promote creation and consumption of rich stereo 3D content for in-theater entertainment, the web, video games, television, and in any other digital environment. [...]
Category: Art, Music, & Animation, Parallel Programming, Performance and Optimization
Tags: dreamworks
Artists vs. Proceduralists... Fight!
By Kevin Dill (3 posts) on October 1, 2010 at 10:35 am
Comments (0)
Lately I’ve been contemplating the best way to approach the generation of what you might think of as “AI assets” – that is, the data that makes your AI tick (whatever that might be). It seems to me that a similar debate exists in the animation community...
Category: Art, Music, & Animation, Game Development
Tags: AI, Game AI, Procedural Content
Neuron 3DS Max 2011 tool ribbon
By Randy of Neuron (12 posts) on August 14, 2010 at 9:30 am
Comments (4)
I have been a user of 3DS Max since the DOS version when it was called 3D Studio. Now that we have purchased the 2011 version I would like to add my two cents to the 3D modeling world regarding 3DS Max 2011. The more I use the new version the happier I am, however [...]
Category: Art, Music, & Animation, Game Development
Report on Film/Entertainment Industry in California and Upcoming Digital Art Events
By Audri Phillips (11 posts) on August 12, 2010 at 1:31 pm
Comments (0)
When I went to what seemed like a much smaller Siggraph this year, (but that is another blog) a number of people were talking about the film/entertainment industry here in California and how industry jobs have been leaving for other states and countries for a variety of reasons. At Siggraph I was introduced to Pam [...]
Category: Art, Music, & Animation, Graphics & Media
Tags: Visual Computing
What does your laptop or netbook skin look like?
By Gina Bovara (Intel) (39 posts) on August 3, 2010 at 6:37 pm
Comments (3)
Hi everyone, just a fun post to brighten up your week! My laptop "art" was featured as the Shwaag Sighting of the week this week - click the link to view it! Of course, I've got the big Intel logo on there ... would you expect anything less? :-) It got me wondering ... how many [...]
Category: Art, Music, & Animation, Intel® AppUp Developer Program
Tags: artwork, Intel Atom Developer Program, laptop skin, skin, sticker
Visualize this! Game Programming Gems 8 with Intel editor Adam Lake
By Arti Gupta (Intel) (103 posts) on July 27, 2010 at 11:35 am
Comments (1)
Welcome to another episode of Visualize this! the show where we talk about game development. My guest is Adam Lake editor of Game Programming Gems 8th edition. Adam is a senior graphics architect in Intel's Advanced Visual Computing group. This is the first interview in a series I am going to run speaking with some [...]
Category: Art, Music, & Animation, Game Development, Graphics & Media
Neuron Games gets new hardware from MoxyLava
By Randy of Neuron (12 posts) on July 23, 2010 at 7:16 am
Comments (0)
As you might know, the video game industry moves at the speed of light, so it is difficult to keep up sometimes. Luckily for us one of the companies we do work for found that we were in need of a new render box (as well as other hardware). We have been told before by [...]
