animator

Link/UrlTags
COLLADA in the Game - GDC Session Overview [Videos]
Remi Arnaud, co-creator of the COLLADA standard, led panelists in a discussion at GDC on how COLLADA is meeting the demanding requirements of the most compelling content and creating next-generation u ...

Posted: 2008-04-08 21:37:56 by Remi Arnaud (Intel)
collada, remi arnaud, Project Offset, artist, animator, visual computing, 3D interoperatibility
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
Продукты семейства Intel® Threading Tools помогают повысить производительность ресурсоёмких приложений компьютерной графики [Knowledgebase]
Введение Продукты семейства Intel® Threading Tools помогают компании Autodesk оптимизировать программное обеспечение Ma ...

Posted: 2008-06-07 19:45:54 by Geoffrey Koch (Intel)
games, animator, visual effects, game development, digital content creation, visual computing
Multithreading the Rendering Pipeline for 3D Model Animation [Knowledgebase]
Abstract This article proposes a simple and efficient multithreading solution to accelerate rendering for a number of animated 3D models. The solution enhances the performance of skeletal animat ...

Posted: 2009-06-19 11:28:52 by David Bookout (Intel), 郭胜 (Intel)
Multithreading, 3d model, cpu, larrabee, GPU, animator, digital content creation, physics, visual computing, graphics
Starting Out: Your Guide to PC Audio HW and SW [Knowledgebase]
Just the Basics, Ma'am By Steve PitzelI'm an animator, and have been one for over seven years now. If you're an animator too, you already know how important audio is to your work. In fact, if you're ...

Posted: 2009-06-19 23:29:44 by
audio, animator, digital content creation, visual computing
Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 2 [Videos]
Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows pro ...

Posted: 2008-10-15 12:58:49 by Jerry Makare (Intel), venkatrajaraman
siggraph, animator, visual effects, visual computing, animation production, workflow acceleration
Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 1 [Videos]
Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows pro ...

Posted: 2008-10-16 11:41:35 by Jerry Makare (Intel), venkatrajaraman
siggraph, animator, visual effects, visual computing, animation production, workflow acceleration
The 3D Production Pipeline for Games: Getting it There [Knowledgebase]
The Challenge of Animating the Artist's Dream Figure 1 - Artist's lament: "It never looks quite the same in the game…"Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDi ...

Posted: 2009-06-19 23:52:20 by Steve Pitzel (Intel)
inverse kinematics, polygonal modeling, animator, game development, specular map, digital content creation, texture map, global illumination, NURBS, visual computing, bump map
Smoother Animation With Intel® Core™ i7 Processors [Knowledgebase]
by Steve Pitzel Introduction: Disguising seams in NURBS models Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking aut ...

Posted: 2009-09-14 14:27:25 by
, Core i7, artist, polygonal modeling, animator, digital content creation, texture map, NURBS, visual computing, hide seams, NURBS modeling
Character Animation: Skeletons and Inverse Kinematics [Knowledgebase]
By Steve Pitzel Introduction So you've built your Gothic castle—it's time for your hero to dash into play and defend the battlements. Your gaming engine supports skeletons, an animation system cal ...

Posted: 2009-06-18 16:43:40 by Steve Pitzel (Intel)
inverse kinematics, polygonal modeling, animator, digital content creation, NURBS, visual computing
You're Singing My Toon: Cartoon Style Nonphotorealistic Rendering in Macromedia's* Shockwave 3D [Knowledgebase]
Introduction "When you see a comics rack, even at a distance of ten to fifteen feet, you're overwhelmed by the energy and the grossness and the vulgarity and the pure vitality that's spilling off tha ...

Posted: 2009-06-20 17:33:45 by David Bookout (Intel)
animator, digital content creation, texture map, visual computing
A Landmark in Image Processing: DMIP [Knowledgebase]
By Lee Purcell Download PDF A Landmark in Image Processing: DMIP** Wherever you look, the graphical resolution of commonly used digital image formats is steadily increasing, resulting in larger fil ...

Posted: 2009-09-08 15:42:46 by
Integrated Graphics, animator, digital content creation, physics, visual computing
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
Collada-Collboration [Videos]
...

Posted: 2009-03-25 18:16:21 by Project Offset, Sharon Greenfield (Intel), Steve Pitzel (Intel)
Project Offset, artist, animator, visual computing
Blockout Elevator [Videos]
...

Posted: 2009-03-25 18:24:48 by Project Offset, Sharon Greenfield (Intel)
Project Offset, artist, animator, visual computing
Creating Complex [Videos]
...

Posted: 2009-03-26 10:14:51 by Project Offset, Sharon Greenfield (Intel)
Project Offset, artist, animator, visual computing
Destruction [Videos]
...

Posted: 2009-03-26 10:17:56 by Project Offset, Sharon Greenfield (Intel)
Project Offset, artist, animator, visual computing
Autodesk Perspectives on the Intel(R) Xeon 5500 Series [Videos]
The Nehalem architecture has arrived for servers and workstations. Check out what AUTODESK leaders have to say about the new Intel(R) Xeon 5500 Series processors and how it performs with their leadin ...

Posted: 2009-03-31 18:00:27 by Sharon Greenfield (Intel), Steve Pitzel (Intel)
xeon, Vtune, Visual Adrenaline, Nehalem, Autodesk, intel, artist, animator, multicore, visual computing, graphics, Autodesk 3ds Max, manycore, xeon 5500 series
2K Textures in 2KB Using Allegorithmics "Substance" [Videos]
Frederic Moreau of Allegorithmic demos Substance at the Intel booth at GDC 2009.  Substance is a texturing tool that is a middleware that integrates into the pipeline. The technology allows users to ...

Posted: 2009-04-03 16:38:21 by Jerry Makare (Intel), Sharon Greenfield (Intel), Gina Harris (Intel)
Take Five Videos, Intel Software Network, game developers conference, Allegorithmics, gdc, Visual Adrenaliine, Substance, animator, specular map, texture map, visual computing, normal map, blendshape
Autodesk's Maya 2009 Motion Builder at GDC [Videos]
Autodesk 3D Application Specialist, Roland Reyer, demos Maya 2009's Motion Builder at GDC 2009. For more info on Autodesk software products visit: www.autodesk.com or www.thearea.com Visit the Intel V ...

Posted: 2009-04-06 15:08:51 by Jerry Makare (Intel), Steve Pitzel (Intel)
Game Developer Conference, Take Five Videos, Intel Software Network, gdc, Visual Adrenaline, Autodesk, Maya 2009, Motion Builder 2009, artist, animator, digital content creation, visual computing, Autodesk Maya
A Chat with Intel Software Partner Program Member Tandem Games Artist [Videos]
Tandem Games is a member of the Intel Software Partner Program. Take Five Videos caught up with new member of the Tandem Games team Fernando Baz. Fernando is one of the artists working on the casual g ...

Posted: 2009-04-14 14:59:52 by Jerry Makare (Intel), Sharon Greenfield (Intel)
Intel Software Partner Program, Game Developer Conference, Take Five Videos, Intel Software Network, Tandem Games, Domain of Heroes, ISPP, gdc, Fernando Baz, artist, animator, game development, visual computing
Creating the Best Possible Content by Using the Best Possible Tools [Videos]
Remi Arnaud discusses the session that he presented with Project Offset's Ian Lewis at GDC 2009. Time and cost are the demons that plague every game. We have created a content-centered development tea ...

Posted: 2009-04-14 16:18:37 by Remi Arnaud (Intel), Sharon Greenfield (Intel), venkatrajaraman, Steve Pitzel (Intel)
Game Developer Conference, collada, gaming, remi arnaud, gdc, Visual Adrenaline, Project Offset, artist, animator, digital content creation, visual computing
Eurographics 2009 [Videos]
Eurographics 2009 participation was a wonderful experience with a total of 450 attendees from all over the world; an invited talk by Matt Pharr attended by over 150 and another 85 attended the industr ...

Posted: 2009-04-15 02:02:46 by Sharon Greenfield (Intel), venkatrajaraman
intel, animator, Smoke Demo, ray tracing, visual computing, Eurographics
seeing eyes part 1 modeling eyes [Knowledgebase]
  Whether your character is cartoon-like or hyper-realistic, there are a few simple design concepts (okay - Tricks or Cheats) you can incorporate to make your eyeballs "look" good. Download the S ...

Posted: 2009-10-29 07:38:13 by Steve Pitzel (Intel)
artist, iris, pupil, character setup, character rig, believable eyes, wire tool, animation, animator, modeling eyes, polygon, lattice, wire deformer, animation;, digital content creation, visual computing
seeing eyes part 2 handling eyelashes with blend shapes [Knowledgebase]
  There are lots of ways of dealing with eyelashes - everything from just painting them on to using full-fledged hair or fur systems. Another way is to handle them as separate pieces of geometry t ...

Posted: 2009-10-29 07:39:17 by Steve Pitzel (Intel)
character rig, animation, morph target, handling eyelashes, animator, polygon, animation; character rig; animator; artist; modeling eyes; polygon; iris; pupil; character setup; believable eyes; lattice; wire tool; wire deformer; morph target; handling eyelashes; game character, game character, feature character, digital content creation, visual computing
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
Introducing Artist/Animator Resources on ISN [Blogs]
Digital Content Creation is tough work. It takes stamina, it takes discipline - and it takes the guts to throw stamina and discipline completely out the window, blow things up, walk away, and come bac ...

Posted: 2009-05-27 06:53:36 by Steve Pitzel (Intel)
siggraph, dcc, artist, inverse kinematics, animation, animator, digital art, game animation, learn animation techniques, visual computing
Intel Software Network TV - Are You Watching? [Blogs]
Today is the first day of LIVE broadcasts for the new Intel Software Network TV, providing live video streaming plus interactive chat.  Below is the complete lineup of programs for today, and our beh ...

Posted: 2009-06-09 08:49:44 by Amy Barton (Intel)
Academic, Parallel Programming, artist, animator, visual computing
Allegorithmics Real Time Graphics Texture Streaming for Games [Videos]
Alexis Khouri, Marketing & Sales Director for Allegorithmic shows their just announced engine "Substance" for real time texture streaming. The calculation power of multicore and their optimized en ...

Posted: 2008-04-03 23:42:51 by alexis.khouri@allegorithmic.com, Sharon Greenfield (Intel), venkatrajaraman
animator, game development, specular map, texture map, visual computing, normal map
Creating and Exporting Game Assets w/Softimage XSI and COLLADA tools [Videos]
Peter De Lappe, 3D Evangelist and Application Engineer with Softimage, shows Softimage's XSI and COLLADA exchange asset aggregator tools at the Game Developers Conference. Watch to see how easily you ...

Posted: 2008-04-03 23:36:41 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman
collada, artist, animator, digital content creation, visual computing, 3D interoperatibility, exchange asset aggregator
Animator, Artist - Are You Nuts? Probably - but There is Help! [Blogs]
I was talking to Carl Jacobson from Cakewalk a while back about the challenges artists face in this world. Okay, I know, Cakewalk creates audio software, not what you'd normally call "visual computing ...

Posted: 2009-06-29 18:00:34 by Steve Pitzel (Intel)
artist, animator, digital art, visual computing, Cakewalk Sonar, Carl Jacobson, musician, living as an artist, artistanimator
Throw Mom from the Train (figuratively...) - a must for artists... [Blogs]
Mom loves you.  She absolutely adores everything you do. That's why, if you want to excel as an artist, you must throw Mom from the train - in a figurative sense anyway. Why?  Because mom loves t ...

Posted: 2009-06-29 17:20:07 by Steve Pitzel (Intel)
artist, animator, digital art, visual computing, ArtRage, photoshop, Pitz, Sketchbook Pro, Ugly Stage, artistanimator
Featured Artists - Project Offset's Khang Le [Blogs]
Okay, Adobe's Photoshop has always been one of those necessary "utilities" for me - a tool I used because I had to create textures for my characters and it's always been an incredible texture tool. I ...

Posted: 2009-07-21 10:56:32 by Steve Pitzel (Intel)
Project Offset, artist, animator, photoshop, artistanimator, Khang Le
Dreamworks and Intel at SIGGRAPH [Blogs]
There's something magic about SIGGRAPH in New Orleans. This is my third New Orleans SIGGRAPH, and the first since Katrina. It's great to see New Orleans back - and to see SIGGRAPH back in New Orleans! ...

Posted: 2009-08-02 17:23:42 by Steve Pitzel (Intel)
siggraph, artist, VC, animator, visual computing, artistanimator, dreamworks
Create Your Concept Art – SIGGRAPH 2009 [Videos]
Take your easel on location! Steve Pitzel, Intel Visual Computing Community Manager walks through the first stage of digital content creation which is creating the digital concept art using Adobe Phot ...

Posted: 2009-08-17 10:22:29 by Elizabeth Vice (Intel), Amy Barton (Intel), Steve Pitzel (Intel)
siggraph, artist, animation, animator, concept art, pipeline demo
Smoother Animation With Intel® Core™ i7 Processors [Knowledgebase]
by Steve Pitzel Introduction: Disguising seams in NURBS models Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking aut ...

Posted: 2009-09-14 15:49:54 by Steve Pitzel (Intel)
Core i7, artist, modeling, animator, texture map, NURBS, NURBS modeling, hiding seams
Using Meatloaf (loaves) to Model a Polygonal Arm [Blogs]
Okay folks, I started out with an arm...and then got carried away and built a torso using the same method. So check out Modeling a Torso One Meatloaf at a Time... Check in later this week for a ...

Posted: 2009-09-28 05:31:52 by Steve Pitzel (Intel)
artist, animation, morph target, polygonal modeling, animator, Pitz, blend shape, muscle morph, character modeling, dealing with muscles, digital artist, modeling a polygonal arm, modeling techniques, Pitzel