vcsource_domain_graphics

Terrain Rendering

This sample demos rendering large-scale terrains on Sandy Bridge in real time. The sample pre-processes an input height map into a hierarchical quadtree representation which is used to render the terrain with adaptively selected level of detail.
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  • vcsource_techsample_snbterrain
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  • Graphics
  • Footstep Navigation

    Navigation is an essential ability of autonomous virtual characters. In this paper, we propose a detailed, biomechanically inspired model of how a character can move, outputting footsteps to an animation system.
  • game development
  • visual computing
  • footstep navigation
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  • vcsource_os_windows
  • vcsource_platform_desktoplaptop
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  • Graphics
  • Game Development
  • Scalable Virtual Environments

    Intel researchers invented a new software architecture called the Distributed Scene Graph (DSG). This architecture enables massive scaling of the number of participants and the complexity of scenes. Source code is available.
  • game development
  • visual computing
  • Scalable Virtual Environments
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  • vcsource_domain_graphics
  • vcsource_index
  • Graphics
  • Game Development
  • Towards Real-Time Path Tracing in Games

    Path tracing manages to capture almost all physical phenomena including indirect lighting and caustics in a single algorithm. We show that by applying algorithms borrowed from advances in ray tracing path tracing in real-time on consumer hardware is near.
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  • Graphics
  • Game Development
  • OpenSimulator Virtual World Server Case Study (part 2)

    Use of virtual worlds for training, entertainment, and collaboration is growing. Intel Labs has been researching the scalability of virtual worlds. This series explores some of the design, performance, and execution features of virtual world servers.
  • virtual worlds
  • Open Sim
  • visual computing
  • OpenSimulator
  • Galton box
  • vcsource_os_windows
  • vcsource_platform_desktoplaptop
  • vcsource_domain_graphics
  • vcsource_type_casestudy
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  • Graphics
  • OpenSimulator Virtual World Server Case Study (part 1)

    Use of virtual worlds for training, entertainment, and collaboration is growing. Intel Labs has been researching the scalability of virtual worlds. This series explores some of the design, performance, and execution features of virtual world servers.
  • virtual worlds
  • Open Sim
  • visual computing
  • OpenSimulator
  • vcsource_os_windows
  • vcsource_platform_desktoplaptop
  • vcsource_domain_graphics
  • vcsource_type_casestudy
  • vcsource_index
  • Graphics
  • New Levels of CT Image Performance and New Levels in Radiation Dose Management

    Veo, GE Healthcare's new CT Scanner reconstruction technology, provides high resolution CT images allowing radiologists to maximize diagnostic accuracy at an optimized low dose to the patient. This paper describes the MBIR optimization steps taken.
  • vcsource_type_techarticle
  • vcsource_domain_graphics
  • CT scanning
  • MBIR
  • vcsource_index
  • Graphics
  • Accelerating Polygonization of Skeletal Implicit Surfaces on Many-Core architectures

    train.jpg

    Author: Pourya Shirazianpourya.jpg



    Pourya Shirazian, University of Victoria, BC, Canada.  At UVIC, Pourya is a PHD student in Computer Science under the supervision of Dr.Brian Wyvill. His main research interests are implicit modeling and visualization of deformable models.
  • Developers
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  • Graphics
  • Parallel Computing
  • Interactive Geometric Sound Propagation and Rendering

    This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
  • visual computing
  • media
  • sound propagation
  • geometric sound propagation
  • sound rendering
  • audio rendering
  • acoustic modeling
  • frustrum
  • frustrum tracing
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  • vcsource_os_windows
  • vcsource_platform_desktoplaptop
  • vcsource_domain_graphics
  • vcsource_domain_gamedev
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  • Graphics
  • Parallel Computing
  • Ticker Tape: A Scalable 3D Particle System with Wind and Air Resistance

    In this first of a three-part series, we discuss our approach to simulating 3D particle behavior and the modular design we used. Additionally, we look into the performance gains achieved through through threading and the use of Intel® SSE.
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  • vcsource_domain_graphics
  • vcsource_techsample_tickertape
  • vcsource_techsample_gamecoderesourcedisk
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  • Game Development
  • Graphics
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