| Link/Url | Tags |
|---|---|
| Behind the Scenes at Project Offset [Videos] We went behind the scenes at Project Offset and spoke with Project Manager Sam McGrath. See the demo footage of their new game that takes advantage of future graphics cards and stay tuned for more. ... Posted: 2008-04-23 19:40:16 by Samuel Mcgrath (Intel), Sharon Greenfield (Intel) | rendering, Project Offset, artist, animator, visual computing, motion blur |
| Autodesk in Intel SIGGRAPH Booth [Videos] Michael Langmayer, 3D Application Specialtist with Autodesk gives Take Five Videos a demo of their modeling software, and of their renderer. ... Posted: 2008-08-18 02:15:06 by michael.langerman@sdsmt.edu, Sharon Greenfield (Intel), venkatrajaraman | siggraph, Multithreading, rendering, animator, 3d modeling, visual computing, speed, design visualization, Autodesk 3ds Max |
| GCDC 08: Optimizing DirectX code for multi-core platforms [Videos] Right after his 50 minutes session at GCDC'08 talking about DirectX optimizations for multi-core platforms we had the chance to interview Intel fellow Leigh Davies. Our questions we asked him were qui ... Posted: 2008-09-22 16:19:18 by ISN Admin, Sharon Greenfield (Intel) | GCDC, development, Threading Building Blocks, leigh davies, rendering, game development, visual computing, DirectX optimizations, multi-core platforms |
| After Effects, CS3 & Multi-core Technology Part 2 [Videos] Kevan O'Brien, Adobe Systems Field Engineer, talks about using Adobe's tapeless pipeline. This is a must watch for film and video post-production. For more information visit: www.adobe.com ... Posted: 2008-10-16 11:44:09 by Kevin O brien (Intel), Jerry Makare (Intel), Sharon Greenfield (Intel), venkatrajaraman | rendering, multicore, visual computing, After Effects, speed, Adobe Premiere |
| After Effects, CS3 & Multi-core Technology Part 1 [Videos] Kevan O'Brien, Adobe Systems Field Engineer, talks about using Adobe's tapeless pipeline. This is a must watch for film and video post-production. For more information visit: www.adobe.com ... Posted: 2008-10-16 11:44:45 by Kevin O brien (Intel), Jerry Makare (Intel), Sharon Greenfield (Intel), venkatrajaraman | rendering, multicore, visual computing, After Effects, speed, tapeless pipeline, Adobe Premiere |
| Adobe Creative Suite 4 and Intel Core i7 processors [Videos] Kevan O'Brien, Solutions Expert Dynamic Media and Enzo Guerra, Software Architect discuss how Adobe and Intel offer creative professionals a powerful combination of increased performance from Core i7, ... Posted: 2008-11-17 16:09:09 by Amy Barton (Intel), Sharon Greenfield (Intel), venkatrajaraman | Adobe, Creative Suite, rendering, Core i7, video, intel, threading, visual computing, speed |
| Receiving Renderable Mesh Information [Forums] Dear Havok Users and Developers,I have a simple question, but I can not find any answer in this forum. I want to render a renderable mesh I have saved and exported in a hkx file.This hkx file (for tes ... Posted: 2009-02-26 05:27:16 by chucky-x | Mesh, render, position, hkx, rendering |
| Project Offset GDC 2006 [Videos] Release of video at GDC (Game Developers Conference) 2006 ... Posted: 2009-03-18 14:17:20 by Project Offset, Sharon Greenfield (Intel), Steve Pitzel (Intel) | rendering, gdc, Project Offset, artist, animator, visual computing, motion blur, soft shadow |
| Real-Time Parametric Shallow Wave Simulation [Knowledgebase] John Van Drasek IIIDavid BookoutAdam Lake Abstract Summary The simulation of ocean waves provides a significant challenge to computer graphics. Offline rendering yields phenomenal results, but the c ... Posted: 2009-06-20 17:45:09 by | rendering, Game programming, shallow wave simulation, wave simulation, texture map, visual computing, normal map |
| keeping-it-quads [Knowledgebase] We all know that QUADs are king. But if you model some objects in pieces and join them later on— that can lead to n-sided or 3-sided polygons as you put everything back together. Best to fix t ... Posted: 2009-10-29 07:44:28 by Steve Pitzel (Intel) | rendering, inverse kinematics, animator, animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique, digital content creation, visual computing |
| A More Accurate Volumetric Particle Rendering [Knowledgebase] By Mike Krazanowski June 11 2008White Paper provided in association with Gamasutra.comMany games, even on current “next-gen” hardware, render particles using camera facing quads. In many cases the ... Posted: 2009-06-17 10:57:47 by Lora Woodruff (Intel) | Pixel Shader, rendering, volumetric particle rendering, visual computing |
| Rethinking the Pipeline: DreamWorks Animation Advances the Art [Knowledgebase] By Lee Purcell Infused with an abundance of multi-core processing power and bolstered by new multi-machine server-farm architectures, DreamWorks Animation has embarked on a radical re-engineering of ... Posted: 2009-10-30 16:41:28 by | rendering, animation, visual computing, dreamworks |