| Link/Url | Tags |
|---|---|
| Моделирование поверхности воды в режиме реального времени на платформах с многоядерной архитектурой [Knowledgebase] В статье рассматриваются многопоточные методы моделирования морских волн в режиме реального времени на дву ... Posted: 2009-02-05 01:44:02 by | Integrated Graphics, Game programming, physics, visual computing |
| Better Device Creation for Hardware Acceleration [Knowledgebase] The objective of this document is to help Direct3D 9 application developers use a better method to create the best D3D 9 device possible. By following these boilerplate steps, the most capable device ... Posted: 2009-06-18 15:39:12 by | device creation, Integrated Graphics, physics, visual computing |
| Dual Core Game Threading Lab [Videos] This lab will show you how to effectively thread a game for dual core processors using the Intel(R) tools. ... Posted: 2006-12-11 22:50:44 by ISN Admin | dual-core, ogre, ai, software, gaming, game, intel, threading, physics |
| Using SSE3 Technology in Algorithms with Complex Arithmetic [Knowledgebase] Introduction This paper demonstrates the benefits of Streaming SIMD Extensions 3 and Hyper-Threading Technology when implementing complex arithmetic. Both of these features are available in Inte ... Posted: 2009-07-31 19:12:16 by | simd, SSE3, coding, Code, Hyper-Threading Technology, physics, visual computing |
| Building for the Digital Home - Games [Knowledgebase] Pushing the Envelope on Game Realism Intel makes it easy for gaming developers to accelerate the design, development, and deployment of gaming solutions using the latest software tools and developmen ... Posted: 2009-06-18 16:28:11 by | Multi-threading, games, game development, physics, visual computing |
| The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores [Knowledgebase] by Alexandra Weber Morales Abstract While much has been written about the whys, hows, and whether-or-not-to's of threading, there's been little focus on the most productive way to pound a parad ... Posted: 2009-06-20 00:04:06 by | games, visual effects, physics, visual computing |
| Creating a Particle System with Streaming SIMD Extensions [Knowledgebase] by William Damon Introduction Smoke, fire, water spray, dust, and more all have something in common. They all benefit from a good particle system. For the uninitiated, a particle system is esse ... Posted: 2009-06-18 17:32:04 by William Damon (Intel) | simd, Smoke, visual effects, physics, visual computing |
| Intel's Top Five Take Five Videos: Roger Chandler Part 1 [Videos] Paul Steinberg talks technology and gaming with Intel's Roger Chandler, Director of Marketing, Visual Computing Software Division. ... Posted: 2008-05-30 19:30:53 by Roger Chandler (Intel), Sharon Greenfield (Intel) | computing, visual, technology, Artificial intelligence, larrabee, games, game development, physics, 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 |
| Моделирование без моделирующего устройства [Knowledgebase] Введение Авторы: Сергей Желтов и Станислав Братанов В этом документе сделан обзор технологии автоматическо ... Posted: 2008-07-28 15:04:56 by | physics, visual computing |
| 多线程渲染与物理模拟 [Knowledgebase] 介绍 作者:英特尔软件与解决方案事业部 Rajshree Chabukswar、Adam T. Lake 和 Mary R. Lee 了解如何通过简单的物理模拟演示来消除多线程环境中的渲染与物理 ... Posted: 2008-05-11 15:34:44 by | Multithreading, physics, visual computing |
| Simulating Cloth for 3D Games [Knowledgebase] by Dean Macri Introduction We all live in the real world where things behave according to the laws of physics that we learned about in high school or college. Because of this, we're all expert ... Posted: 2009-06-19 18:57:22 by Dean Macri (Intel) | physics, texture map, NURBS, visual computing |
| An Introduction to Neural Networks with an Application to Games [Knowledgebase] by Dean Macri Introduction Speech recognition, handwriting recognition, face recognition: just a few of the many tasks that we as humans are able to quickly solve but which present an ever increasin ... Posted: 2009-11-03 14:02:36 by Dean Macri (Intel) | Game programming, physics, visual computing |
| Achieving Performance: An Approach to Optimizing a Game Engine [Knowledgebase] by Will Damon Introduction Wanting to try out something new for GDC 2002, a few game developers got together and invented the Dogma 2001 Challenge*. Chris Hecker and Sean Barrett, two of the origina ... Posted: 2009-10-30 16:00:21 by William Damon (Intel) | game development, physics, visual computing |
| Using NURBS Surfaces in Real-time Applications [Knowledgebase] Alternatives to Polygonal Models Despite the widespread use of polygonal models for representing 3D geometry, the quest goes on to find suitable alternatives, particularly since the limitations of po ... Posted: 2009-06-20 16:34:09 by Dean Macri (Intel) | polygonal modeling, physics, texture map, NURBS, visual computing |
| Open Source Game Development [Knowledgebase] Introduction A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine ... Posted: 2009-06-19 11:34:00 by | coding, Game programming, game development, physics, visual computing |
| Tips For Developers: The Deadly Light [Knowledgebase] by Yakov Sumygin Tips on optimization of applications for Intel GMA X3000- X3100 The latest Intel video adapters are limited in terms of pixel rendering speed. Thus, it is necessary to provid ... Posted: 2009-06-20 21:17:23 by | coding, physics, global illumination, visual computing, bump map |
| An Overview of Procedural Fire [Knowledgebase] Download PDF An Overview of Procedural Fire [PDF | 1MB] Introduction The “Smoke” demo, created to highlight the scalability of a multi-threaded game engine architecture, includes a no ... Posted: 2009-06-18 14:37:59 by | havok, Smoke, Game programming, visual effects, game development, physics, visual computing |
| Проектируем архитектуру параллельного игрового движка [Knowledgebase] Разработка параллельной среды игрового движка (PDF) 1. Введение С приходом на рынок многоядерных процессоров ... Posted: 2009-02-19 08:52:10 by | game development, physics, visual computing |
| Quake Wars* Gets Ray Traced [Knowledgebase] A scene unfolds in the computer room of a major university. Those watching sense electricity in the air, the kind of tension that builds before a thunderstorm, as a cluster of 20 networked PCs, each e ... Posted: 2009-08-12 16:20:40 by Daniel Pohl (Intel) | larrabee, ray tracing, game development, specular map, physics, texture map, visual computing, bump map |
| Prizes - Havok™ Physics Innovation Contest [Knowledgebase] Havok™ and the Intel® Software Network are please to offer the following prizes. We have cash, all access passes to the top game development conference, gaming hardware, and gift cards. We’re sur ... Posted: 2009-06-19 14:10:26 by | havok, physics, visual computing |
| Havok™ Physics Innovation Contest : Official Rules [Knowledgebase] Innovate with Havok™ Physics and Animation -- Win Cash and Game PCs! We want to see what you can do with the recently released Intel-sponsored versions of Havok Physics and Animation for the P ... Posted: 2009-06-18 18:28:38 by | havok, physics, visual computing |
| Havok Talks Simulating Real-World Physics [Knowledgebase] By Lee Purcell Download PDF Havok Talks Simulating Real-World Physics** Physics - that fascinating branch of science that traditionally puts high school students into a REM sleep state - has also g ... Posted: 2009-06-19 23:16:47 by | havok, game development, physics, visual computing |
| Inking the Cube: Edge Detection with Direct3D 10 [Knowledgebase] "This article originally appeared in Game Developer magazine, and appears with the permission of Think Services." Edge detection techniques are fundamental to non-photorealistic rendering algorithms. ... Posted: 2009-06-18 18:40:55 by Joshua Doss (Intel) | Game programming, physics, photorealistic rendering, visual computing |
| Метод точного рендеринга частиц объема с помощью пиксельного шейдера [Knowledgebase] Многие игры, даже работающие на современном «продвинутом» оборудовании, рендерят частицы с помощью смотрящ ... Posted: 2009-04-01 06:19:49 by | Smoke, visual effects, game development, physics, texture map, visual computing |
| Multi-Threading Goo!: A Programmer’s Diary [Knowledgebase] by Tommy Refenes Download PDF Multi-Threading Goo!: A Programmer's Diary** I'll admit it. I'm a speed freak. (I tried to get help, but it turns out those clinics by the train station are for someth ... Posted: 2009-06-19 11:25:41 by | Integrated Graphics, game development, physics, 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 |
| Havok Physics Innovation Contest Winners [Knowledgebase] Thanks to all the participants and congratulations to the following entries who were selected by our panel of judges. They get to take home the following cash and hardware prizes: Category 1 - Most ... Posted: 2009-06-18 18:27:00 by | havok, physics, visual computing |
| Winners announced for Havok Physics Innovation Contest [Blogs] Back in August we kicked off a contest to encourage developers to create games that made innovative use of Havok Physics and Animation for PC. We put $40,000 worth of prizes up for grabs and today w ... Posted: 2009-03-23 09:10:48 by Lee Machen (Intel) | havok, game developer, gaming, game engine, gdc, game development, physics |
| Game Physics Performance on Larrabee [Knowledgebase] Game physics is at the heart of any modern game engine which employs the laws of physics to simulate life-like movement and interaction between objects, such as rigid and deformable bodies, cloth, and ... Posted: 2009-08-11 09:19:48 by Steve Pitzel (Intel) | larrabee, physics, visual computing |
| Havok Physics Innovation Contest First Prize Winner: Creo Forma [Videos] Creo Forma by Michael Peddicord, United States was the first prize winner in the Havok Physics Innovation Contest. Take Five Videos cauught up with Michael at the Game Developers Conference to talk to ... Posted: 2009-04-06 14:38:16 by Lee Machen (Intel) | havok, Take Five Videos, Intel Software Network, game developers conference, contests, gdc, intel, physics |
| 利用多核扩充性能 [Knowledgebase] 隆重推介 SMOKE 框架和演示作者:Orion Granatir 和 Ryan Shrout 继 2004 年主频大战使处理器技术改进步伐开始变缓之后,第一款多核处理器在主流市场的投放 ... Posted: 2009-06-18 08:17:33 by Orion Granatir (Intel) | havok, Smoke, game development, physics, visual computing |
| Data Decomposition: Sharing the Love and the Data [Knowledgebase] Data decomposition is a highly effective technique for breaking work into small tasks that can be parallelized. Do it well, and performance of your games and visual applications will noticeably improv ... Posted: 2009-11-05 12:38:59 by | Smoke, larrabee, data decompostion, game development, physics, visual computing |
| Two Brains Are Better Than One [Knowledgebase] How to thread game AI Artificial intelligence (AI) drives gameplay—whether you’re talking about a complex system of AI or a simple scripting engine. To really maximize your AI’s potential, it n ... Posted: 2009-06-20 00:45:23 by Orion Granatir (Intel) | Multi-thread apps for Multi-Core, Artificial intelligence, How to thread?, Smoke, Design, multi-core, physics, visual computing |
| How Special Silicon Facilitates Parallel Arithmetic [Knowledgebase] One of the most effective forms of parallelization is found deep inside Intel® x86 processors: the ability to execute parallel calculations with a single instruction. You can do this manually or let ... Posted: 2009-06-18 18:31:49 by | simd, Multi-thread apps for Multi-Core, SSE, game development, physics, visual computing |
| Procedural Spooling In Games [Knowledgebase] By Mick West[In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games.]In a game w ... Posted: 2009-06-19 14:11:54 by | procedural spooling, game development, physics, NURBS, visual computing |
| Multi-Core Simulation of Soft-Body Characters using Cloth [Knowledgebase] Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and othe ... Posted: 2009-06-20 21:15:39 by Brad Werth (Intel) | soft body physics, soft body characters, soft-body physics, soft-body characters, game development, physics, texture map, NURBS, visual computing |
| Meet the Judges - HavokT Physics Innovation Contest [Knowledgebase] Here are the judges who will be choosing the winners of this contest – each of them an expert in their own field. If you'd like to learn more about the judging criteria please check out our Official ... Posted: 2009-06-19 11:00:49 by | havok, physics, visual computing |
| SSE2 Optimization - OpenGL Data Stream Case Study [Knowledgebase] Introduction At its core, Streaming Single Instruction Multiple Data Extensions (SSE2) aims to encourage exploitation of parallelism. The SSE2 benefit is allowing an application to perform the same m ... Posted: 2009-06-19 23:26:20 by | physics, visual computing |