| Link/Url | Tags |
|---|---|
| Geospatial Texture Streaming From Slow Storage Devices [Knowledgebase] June 2008© 2008, Id Software, Inc. Abstract A high speed pipeline is presented that allows streaming large amounts of geospatial texture data from a slow storage device such as a DVD playe ... Posted: 2009-06-18 18:17:09 by | DVD, CD, Compression, texture map, visual computing |
| Real-Time Texture Streaming & Decompression [Knowledgebase] Introduction Textures are digitized images drawn onto geometric shapes to add visual detail. In today's computer graphics a tremendous amount of detail is mapped onto geometric shapes during ras ... Posted: 2009-06-19 18:38:53 by | specular map, texture map, visual computing |
| Реализация карт теней на массовом графическом аппаратном обеспечении [Knowledgebase] Введение Автор: Дэйв Букаут (Dave Bookout) В статье рассматривается использование карт теней в массовых системах ... Posted: 2009-02-05 01:42:44 by | texture map, global illumination, visual computing |
| MMXT Technology Manuals and Application Notes [Knowledgebase] Introduction Intel's MMX™ technology is designed to accelerate multimedia and communications applications. The technology includes new instructions and data types that allow applications to achieve ... Posted: 2009-06-19 11:19:00 by | texture map, visual computing |
| 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 |
| Просто об импостерах [Knowledgebase] Введение Рендеринг сложных динамических сцен в реальном времени – довольно сложная задача. Разработчики, к ... Posted: 2009-02-04 13:20:16 by William Damon (Intel) | texture map, visual computing |
| Построение теней в реальном времени по методу Shadow Volumes [Knowledgebase] Введение Щекочущее нервы наслаждение эффектом присутствия в компьютерных играх рождается, в том числе, и пр ... Posted: 2009-02-05 01:30:44 by bryant-freitag2, Jason M Bestimt | ray tracing, texture map, visual computing, immersive interactivity |
| Voxel-Based Graphics on Intel Architectures [Knowledgebase] by Vittorio Accomazzi — Cedara Software Corporation Introduction Voxel Graphics is a means of modeling 3D objects with sampled points (voxels) instead of surfaces. Benefits of this technology ... Posted: 2009-06-20 17:32:20 by vittorio@cedara.com | polygonal modeling, texture map, visual computing, immersive interactivity |
| 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 |
| 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 |
| 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 |
| 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 |
| Rendering to Texture Surfaces Using Microsoft DirectX7* API [Knowledgebase] by Kim Pallister Introduction Developing for the current generation PC platform rewards software developers working in 3D with both blessings and curses. On the positive side, PC's are delivering ro ... Posted: 2009-06-19 18:51:51 by Kim Pallister (Intel) | ray tracing, game development, texture map, visual computing, bump map |
| Implementation of Fast Fourier Transform for Image Processing in DirectX 10 [Knowledgebase] Download Sample Code FFTDX10.zip [ZIP | 6.36MB] Introduction The Discrete Fourier Transform (DFT) is a specific form of Fourier analysis to convert one function (often in the time or spat ... Posted: 2009-09-08 15:54:23 by Raghupathi Muthyalampalli (Intel) | texture map, visual computing |
| Procedural Terrain Generation With Fractional Brownian Motion [Knowledgebase] Introduction The computer graphics industry has a long history of attempting to model real world terrain. These efforts try to capture the seemingly limitless complexity of natural terrain ... Posted: 2008-07-08 02:07:09 by | Game programming, texture map, 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 |
| Rendering grass with Instancing in DirectX 10 [Knowledgebase] IntroductionRendering realistic looking grass in real-time is hard, especially on consumer graphics hardware because of its geometric complexity. The intent of this article and source provided is to i ... Posted: 2009-06-19 18:48:45 by | game development, texture map, 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 |
| Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading [Knowledgebase] By Lee Purcell Download PDF Microsoft Flight Simulator X Soars to New Heights with Multi-Threading** For many pilots, no sensation evokes greater pleasure than that fleeting moment when gravity is ... Posted: 2009-06-19 11:04:50 by | Parallel Programming, game development, texture map, 3d modeling, visual computing |
| Intel® Graphics Performance Analyzers (Intel® GPA) Quick Start Guide [Knowledgebase] NOTE: even though the screen shots depicted in this article were created with GPA Version 2.0, this Quick Start Guide shows how to use some of the key features of the product, and is therefore still u ... Posted: 2009-10-30 13:04:55 by Neal P (Intel), Sharon Greenfield (Intel) | Integrated Graphics, GPA, graphics performance analyzers, Quick Start Guide, texture map, visual computing, graphics |
| 面向 3D 游戏优化的基于 CPU 的贴皮技术 [Knowledgebase] 概述 作者:Leigh Davies 逼真的 3D 角色模型在许多计算机游戏中的作用越来越重要。有机模型(如人)比刚体更难渲染,这是因为定义模型形状的网格会 ... Posted: 2008-05-11 21:01:29 by | game development, texture map, visual computing |
| 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 |
| 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 |
| 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 |
| Architecture of a Real-Time Ray-Tracer [Knowledgebase] Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands Introduction Recently, it has been shown that ray tracing can be done in real-time on consumer PCs. This is an interesti ... Posted: 2009-11-02 11:27:13 by jacco@bik5.com | coding, ray tracing, texture map, global illumination, 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 |
| Bunkspeed Presentation at Intel's SIGGRAPH Booth Part 1 [Videos] Bunkspeed CEO & founder, Philip Lunn , discusses the photographic shift from 2D to 3d using Intel CPUs at the Intel Booth at SIGGRAPH For more information on Bunkspeed please visit: www.bunkspeed. ... Posted: 2008-08-18 01:15:56 by Philip Lundy (Intel), Sharon Greenfield (Intel), venkatrajaraman | siggraph, texture map, visual computing, 3D rendering, Bunkspeed |
| Bunkspeed Presentation at Intel's SIGGRAPH Booth Part 2 [Videos] Bunkspeed CEO & founder, Philip Lunn , discusses the photographic shift from 2D to 3d using Intel CPUs at the Intel Booth at SIGGRAPH For more information on Bunkspeed please visit: www.bunkspeed. ... Posted: 2008-08-18 01:23:21 by Philip Lundy (Intel), Sharon Greenfield (Intel), venkatrajaraman | siggraph, texture map, visual computing, 3D rendering, Bunkspeed |
| 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 |