All Articles Tagged visual computing

Link/UrlTags
Fluid Simulation for Video Games (part 11)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article and Source Code Download Fluid Simulation for Video Games (part 11) [PDF 1.24MB]Download Fluid Simulation Source Code (part 11) [RAR 1.94MB] Figure 1. Combustion....

Posted: 2011-12-06 00:00:00 by Dr. Michael J. Gourlay
combustion, fluid simulation, game development, Intel TBB, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing, vorton
Dynamics and Particle Effects, Part 4[Knowledgebase]
In this article—the last in this series on dynamics—I talk about the Ocean Shader, which is listed under fluid effects. I have found this shader to be a relatively simple way to create ocean or even...

Posted: 2011-10-05 00:00:00 by Audri Phillips
animation, artistanimator, Audri Phillips, dynamics, ocean shader, particle effects, visual computing
Photo Realistic Rendering at IDF 2011[Videos]
Sven Woop from Intel Labs gives a demonstration of photo realistic rendering using the open source ray tracing library code named Embree at IDF 2011. To learn about this project and more you can visit...

Posted: 2011-09-30 11:56:51
Embree, IDF, IDF 2011, intel developer forum, Intel Labs, ray tracing, rendering, Research at Intel, visual computing
Parallels Workstation Extreme 6.0 Demo at SIGGRAPH 2011[Videos]
David Spackman of Parallels Software gives a step by step demonstration of the new Parallels Workstation Extreme 6.0 at SIGGRAPH 2011. To learn about this new product you can visit www.parallels.cpm/products/extreme...

Posted: 2011-08-26 12:46:54
Parallels Software, Parallels Workstation Extreme 6.0, Parallels Workstation Extreme 6.0 Demo, siggraph, SIGGRAPH 2011, visual computing
Parallels Workstation Extreme 6.0 at SIGGRAPH 2011[Videos]
David Spackman of Parallels Software demonstrates Parallels Workstation Extreme 6.0 at SIGGRAPH 2011. To learn about this new product you can visit www.parallels.cpm/products/extreme and learn how you...

Posted: 2011-08-26 12:35:36
Parallels, Parallels Software, Parallels Workstation Extreme 6.0, siggraph, SIGGRAPH 2011, visual computing
IKinnema Demo at SIGGRAPH 2011[Videos]
Alexandre Pechev of IKinema gives a brief demonstration of technology developed for animation running on the latest Intel hardware. To learn about the software you can visit www.ikinema.com and learn about...

Posted: 2011-08-26 11:35:33
Alexandre Pechev, graphics, IKinema, siggraph, SIGGRAPH 2011, visual computing
Dynamics and Particle Effects, Part 3[Knowledgebase]
In this article—the third of four on dynamics—I play pick-up on a few topics I haven’t covered before. Most 3D software packages have dynamics systems, and the program I will be using—Autodesk*...

Posted: 2011-08-26 00:00:00 by Audri Phillips
animation, artistanimator, particle animation, particle effects, rigid body dynamics, soft body dynamics, visual computing
Creating Faux 3D Parallaxing Effects in Adobe* Flash*[Knowledgebase]
By Patrick Fram This article covers several methods for creating and manipulating backgrounds that portray a sense of depth in Adobe* Flash*. Backgrounds are an essential part of many Flash* games and...

Posted: 2011-08-17 00:00:00 by Tomas Quinones (Intel)
artistanimator, visual computing
Improved Perception of Digital Content[Knowledgebase]
Intel Visual Computing Institute, Saarbrücken MPI Informatik, Saarbrücken Télécom ParisTech (CNRS), Paris Problem Statement The limited spatial resolution of current displays makes the depiction...

Posted: 2011-08-12 00:00:00 by Hans-Christian Hoppe
hair rendering, spatial resolution, visual computing
Demuxing with Intel® Media Software Development Kit[Knowledgebase]
Download Article and Source Code Download Demuxing with Intel® Media Software Development Kit (PDF 626KB)Download Demuxing Source Code.(ZIP 40KB)  (Note: Licensing terms match Media SDK 2.0) Abstract:This...

Posted: 2011-07-02 00:00:00 by Petter Larsson (Intel)
Demuxing, IPP, media, media sdk, visual computing
Experience and Key Strategies for Load Balancing Games[Knowledgebase]
By Julien Hamaide Download Article Download Load Balancing Games (PDF 800KB) With the increase in processing unit count, load balancing has become a challenge. Constantly loading all units and using...

Posted: 2011-07-22 00:00:00 by Julien Hamaide
game development, load balancing, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
CPU-Based MLAA Implementation [Videos]
MLAA is an image-based, post-process filtering technique which identifies discontinuity patterns and blends colors in the neighborhood of these patterns to perform effective anti-aliasing. It is the precursor...

Posted: 2011-07-13 15:21:04
antialiasing, MLAA, Post-Process, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_techsample_morphanti, vcsource_type_video, visual computing
SIGGRAPH 2011[Knowledgebase]
  Intel will be at SIGGRAPH in Booth #329. We'll be there with our leading platforms and software for Digital Content Creation and Consumption. Key industry partners will be on hand...

Posted: 2011-07-15 00:00:00 by JERRY BAUGH (Intel)
siggraph, vcsource_domain_graphics, vcsource_type_news, visual computing
Section 8: Prejudice Case Study[Knowledgebase]
Download Article Section 8: Prejudice Case Study (PDF 1.67MB) Abstract This case study demonstrates how the performance of Section 8: Prejudice was increased 1.17x, from 24FPS to 28FPS on 2nd Generation...

Posted: 2011-07-12 23:00:00 by Kyle Weicht (Intel)
game development, GPA, Intel GPA, Section 8, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_type_casestudy, visual computing
Muxing with Intel® Media Software Development Kit[Knowledgebase]
Download Article and Source Code Download Muxing With Intel Media SDK (PDF 514KB)Download Muxing Source Code (Note: Licensing terms match Media SDK 2.0) Introduction The Intel® Media Software Development...

Posted: 2011-07-13 00:00:00 by Petter Larsson (Intel)
Intel IPP, IPP, media, media sdk, Muxer Class, Muxing, vcsource_domain_media, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Scalable Virtual Environments[Knowledgebase]
Scalable Virtual Environments (Work or Play Online With A Cast of Thousands) Virtual environments have applications from gaming to disaster response training. However, today's approach...

Posted: 2011-06-28 00:00:00 by JERRY BAUGH (Intel)
game development, Scalable Virtual Environments, vcsource_domain_graphics, vcsource_index, vcsource_type_techarticle, visual computing
"MAXIS*-mizing" Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis’* Deferred Renderer[Knowledgebase]
Download MAXIS-mizing Darkspore Game Performance with Intel® GPA 4.0 (PDF 3.4MB) Contents A New Gaming Experience Made Possible With Processor Graphics Darkspore* is Designed for Everyone Darkspore*...

Posted: 2011-06-27 23:00:00 by Omar A Rodriguez (Intel)
Darkspore, game development, GPA, Intel GPA, Maxis, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_producttout_GPA, vcsource_product_gpa, vcsource_type_casestudy, visual computing
Introduction to Intel® Advanced Vector Extensions[Knowledgebase]
By Chris Lomont Download Article Download Introduction to Intel® Advanced Vector Extensions [PDF 1.4MB]Intel® Advanced Vector Extensions (Intel® AVX) is a set of instructions for doing Single Instruction...

Posted: 2011-06-21 00:00:00 by Vincent Scotto (Intel)
Advanced Vector Extensions, Intel AVX, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Utilizing Intel® AVX with Cakewalk SONAR* X1[Knowledgebase]
Download Article Download Using Intel® AVX with Cakewalk SONAR* X1 (PDF 162KB) Introduction to Intel® AVX Intel® AVX is a new 256-bit instruction set extension to SSE and is designed for applications...

Posted: 2011-07-07 00:00:00 by Rajshree Chabukswar (Intel)
AVX, cakewalk, Cakewalk Sonar, Intel AVX, media, SONAR, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Extending Battery Life For Streaming Media Playback[Knowledgebase]
Manuj R Sabharwal and Abhishek Agrawal Intel Corporation Download Article Download Extending Battery Life For Streaming Media Playback [PDF 313KB] Growing numbers of users are now watching multimedia...

Posted: 2011-07-29 00:00:00 by Manuj Sabharwal (Intel)
media, media player, power analysis, visual computing
Fluid Simulation for Video Games (part 10)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article and Source Code Download Fluid Simulation for Video Games (part 10) [PDF 1.1MB]Download Fluid Simulation Source Code (part 10) [787KB] Figure 1. A hot yellow...

Posted: 2011-07-07 00:00:00 by Dr. Michael J. Gourlay
fluid simulation, game development, Intel TBB, TBB, thermal diffusion, thermal effects, thermal expansion, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, vorton
Intel and Badaboom* Video File Transcoding[Knowledgebase]
Donwload Article Download Intel and Badaboom Video File Transcoding [PDF 546KB] Introduction Intel® Quick Sync Video, built right into 2nd generation Intel® Core™ processors, is breakthrough hardware...

Posted: 2011-06-23 00:00:00 by Vincent Scotto (Intel)
media, media sdk, Quick Sync Video, transcode, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_techarticle, visual computing
Welcome from Pete Baker[Knowledgebase]
Director - Intel Visual Computing Software Enabling, Software and Services Group, Intel Corporation Thank you for your work as a PC game developer. The Second Generation Intel® Core™ family of processors...

Posted: 2011-06-01 00:00:00 by Vincent Scotto (Intel)
case studies, Developer Days, Developer Guides, game development, visual computing
New Intel Center Driving the Future of Visual Computing[Knowledgebase]
Download Article Download New Intel Center Driving the Future of Visual Computing [PDF 258KB] Abstract Imagine taking a virtual 3D tour of Paris, creating a lifelike model of your home on the fly, or...

Posted: 2011-05-31 00:00:00 by Vincent Scotto (Intel)
ISTC-VC, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_platform_phone, vcsource_platform_tablet, vcsource_type_techarticle, visual computing
Visual Adrenaline NWLANFest[Videos]
What do gamers want developers to know? Visual Adrenaline posed this and other questions to gamers at an event put on by NWLANFest, held on campus at Oregon State University

Posted: 2011-05-25 13:28:29
Core, gaming, Intel core family, Intel Core i7 processor, LANFest, Left 4 Dead, Visual Adrenaline, visual computing
Research at Intel 2011[Knowledgebase]
The 9th annual Research@Intel was held at the Computer History Museum on June 7th and 8th, 2011. The event highlighted more than 40 research projects demonstrating the latest in technology innovation from...

Posted: 2011-06-05 00:00:00 by JERRY BAUGH (Intel)
Intel Labs, Research @ Intel Days, Research at Intel, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_type_news, visual computing
CPU Onloading: Leveraging the PC Platform[Knowledgebase]
By Josh Doss Download Article Download CPU Onloading: Leveraging the PC Platform [PDF 877KB] FPS Matters During the optimization phase of your gaame's development it's all about the frame rate. Whether...

Posted: 2011-05-09 00:00:00 by Josh Doss (Intel)
CPU Onloading, game development, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_techsample_gamecoderesourcedisk, vcsource_techsample_onloadedshadows, vcsource_type_techarticle, visual computing
Practical Intel® AVX Optimization on 2nd generation Intel® Core™ Processors[Knowledgebase]
Download Article Download Practical Intel® AVX Optimization on 2nd generation Intel® Core™ Processors [PDF 672KB] Introduction The introduction of the 2nd generation Intel® Core™ processor family...

Posted: 2011-05-09 00:00:00 by Guy Ben Haim (Intel)
AVX, media, Sandy Bridge, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Egocentric Affordance Fields in Pedestrian Steering[Knowledgebase]
Download Article Download Egocentric Affordance Fields in Pedestrian Steering [PDF 883KB] Abstract Research in the area of pedestrian simulation has seen a dramatic rise in recent years. With the potential...

Posted: 2011-05-02 00:00:00 by Vincent Scotto (Intel)
egocentric afforance fields, pedestrian simulation, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Dynamics and Particle Effects, Part 2[Knowledgebase]
By Audri Phillips Download Article Download Dynamics and Particle Effects, Part 2 [PDF 1.9MB]Autodesk* Maya* now has two dynamics systems: The oldest, known as Dynamics, uses the older solver (Dynamotive),...

Posted: 2011-05-09 00:00:00 by Audri Phillips
artistanimator, Audri Phillips, particle animation, particle effects, visual computing
Developing Intel® AVX Optimized Microsoft* Real-Time Audio (MSRTA) Codec using Intel® IPP[Knowledgebase]
Download Article Download Developing Intel® AVX Optimized Microsoft* Real-Time Audio (MSRTA) Codec using Intel® IPP [PDF 284KB] Introduction This white paper describes how Intel® Integrated Performance...

Posted: 2011-04-21 00:00:00 by Naveen Gv (Intel)
AVX, IPP, media, MSRTA, speech codec, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Quick Reference Guide to 3rd Generation Intel® Core™ Processor Graphics (codename Ivy Bridge)[Knowledgebase]
Download 3rd generation Intel® CoreTM Processor Built-in Visuals Reference Guide [PDF 169KB] CLIENT GRAPHICS ENHANCED BUILT-IN VISUALS on 3rd GENERATION INTEL® CORE™ PROCESSOR FAMILY1,2 Intel®...

Posted: 2011-04-23 00:00:00 by Chris Mcvay (Intel)
game optimization, graphics, graphics quick reference guide, Sandy Bridge, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
Dynamics and Particle Effects, Part 1[Knowledgebase]
Download Article Download Dynamics and Particle Effects, Part 1 [PDF 1.9MB] Introduction From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized,...

Posted: 2011-04-19 00:00:00 by Audri Phillips
artistanimator, Audri Phillips, particle animation, particle effects, visual computing
Blizzard's World of Warcraft: Cataclysm Optimized with GPA 4.0 at GDC 2011 [Videos]
Josh Doss talks about Blizzard's World of Warcraft: Cataclysm expansion, and how it was optimized using Intel's Graphic's Performance Analyzer 4.0 at GDC 2011. For more information on World of Warcraft...

Posted: 2011-03-28 06:16:05
Blizzard, Cataclysm, GPA, GPA 4.0, graphics performance analyzer, tools, visual computing, world of warcraft, World of warcraft: cataclysm
Using the Intel® Media SDK within MainConcept* H.264/AVC Encoder for Intel® Quick Sync Video hardware acceleration on 2nd Generation Intel® Core™ Family Processors[Knowledgebase]
Download Article Download Using the Intel® Media SDK within MainConcept* [PDF 554KB] Introduction - Intel® Media SDK The Intel® Media Software Development Kit (Intel® Media SDK) is a software...

Posted: 2011-03-23 00:00:00 by Vincent Scotto (Intel)
MainConcept, media, media sdk, Quick Sync Video, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_techarticle, video encoder, visual computing
Operation Flashpoint Red River at GDC 2011[Videos]
Tim Browne showcases Operation Flashpoint: Red River at GDC 2011 running on a non-gaming laptop. The demo is running at 720p and 25fps on an integrated graphics card. The game has been optimized to run...

Posted: 2011-03-17 11:48:46
2nd Generation Intel® Core™ Processor Family, codemasters, gdc, GDC 2011, graphics, Operation Flashpoint: Red River, Sandy Bridge, visual computing
Shogun 2: Total War Demo at GDC 2011[Videos]
Omar Woodley demos Shogun 2: Total War running on Intel 2nd Generation Core Graphics at GDC 2011. Learn more about Shogun 2: Total War by visiting www.totalwar.com/shogun2 and www.intel.com/software/graphics

Posted: 2011-03-17 11:31:44
gdc, GDC 2011, Sandy Bridge, Sega, Shogun 2: Total War, The Creative Assembly, TOtal War, visual computing
A Look at Umbra 3 at GDC 2011[Videos]
Teppo Soininen showcasesUmbra 3, a software based system that allows for occlusion calling, AI optimization, and streaming optimization. Watch this demo to learn more about how Umbra 3 can help your game...

Posted: 2011-03-17 11:06:43
gdc, GDC 2011, graphics, ISN, Umbra, Umbra 3, visual computing
NCsoft at GDC 2011[Videos]
Ross Borden of NCsoft talks about Intel and NCsoft at GDC 2011. Visit www.ncsoft.com and www.intel.com/software/graphics to learn more

Posted: 2011-03-16 14:04:30
gdc, GDC 2011, graphics, NCsoft, Ross Borden, software, visual computing
The Havok AI Demo at GDC 2011[Videos]
Nick Gray of Havok demonstrates the Volume Pathfinder feature of Havok™ AI at GDC 2011. Volume Pathfinder generates navigable volumes that can be queried to create paths for AI to move around within...

Posted: 2011-03-15 12:17:03
gdc, GDC 2011, graphics, havok, Havok AI, Havok Volume Pathfinder, Pathfinder, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_product_havokphy, vcsource_type_video, visual computing
Softimage 2012 at GDC 2011[Videos]
Mark Schoennagel of Autodesk talks about Softimage 2011, and how interoperable it is within the Autodesk suites. Softimage is multi-threaded and works with Intel multicore architecture to provide users...

Posted: 2011-03-15 12:02:02
Autodesk, gdc, GDC 2011, graphics, Mark Shoennagel, Maya, Softimage, tools, visual computing
Roxio PC Game Capture at GDC 2011[Videos]
Greg Girton of Roxio introduces the new Roxio PC Game Capture, which allows you to capture your game play, customize it, and upload it directly to youtube. Roxio developed this easy to use system to help...

Posted: 2011-03-15 10:31:10
Game Capture, gdc, GDC 2011, Greg Girton, roxio, Roxio PC Game Capture, Sandy Bridge, visual computing
Intel GPA 4.0 at GDC 2011[Videos]
Dmitry Kozlov gives a brief overview of the features of Intel's Graphics Performance Analyzer at GDC 2011. TO learn more about this and other tools you can visit www.intel.com/software/gpa

Posted: 2011-03-15 10:20:18
gdc, GDC 2011, GPA, GPA 4.0, Graphics Perfomance Analyzer, tools, visual computing
Increase Your FPS with CPU Onload GDC Session Overview[Videos]
Josh Doss and Doug McNabb give an overview of their GDC 2011 Session.With todays high resolution displays and advanced rendering techniques its often that developers can find their application GPU bound...

Posted: 2011-03-15 09:55:02
Balanced platform, cpu, Doug McNabb, gdc, GDC 2011, graphics, josh doss, Onloaded CPU, Onloaded Shadows, visual computing
The Human IK Setup in Maya 2012 at GDC 2011[Videos]
Craig Barr from Autodesk shows the new human IK setup that has been implemented in Maya 2012.n To learn more about Maya 2012 you can visit www.autodesk.com and to see how Autodesk has worked with Intel...

Posted: 2011-03-15 09:32:03
Autodesk, Autodesk Maya, graphics, Human IK, Maya 2012, Rigging, visual computing
Allegorithmic's Substance at GDC 2011[Videos]
Alexis Khouri of Allegorithmic shows "Substance" which is their brand new material format that is multi-output, resolution independent, highly customizable, and contained in a small file size! Watch the...

Posted: 2011-03-15 09:03:22
Alexis Khouri, Allegorithmics, FPS, frame rate, gdc, GDC 2011, graphics, multicore, rendering, Substance, visual computing
Don't Spill That Register - Ensuring Optimal Performance From Intrinsics[Knowledgebase]
Download Article Download Don't Spill That Register - Ensuring Optimal Performance From Intrinsics [PDF 79KB] Objective The goal of this article is to help developers ensure their C/C++ code with intrinsics...

Posted: 2011-03-07 00:00:00 by Stan Melax (Intel)
game development, register spilling, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Free Speedup with Compiler Switches for Fast Math and Intel® Streaming SIMD Extensions[Knowledgebase]
Download Article Download Free Speedup with Compiler Switches for Fast Math and Intel® Streaming SIMD Extensions [PDF 238KB] Objective The intention of this introductory article is to make developers...

Posted: 2011-03-08 00:00:00 by Stan Melax (Intel)
game development, Intel SSE, SSE, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
A Performance Optimization Study for the DreamWorks Animation Fluid Solver[Knowledgebase]
by John J. O'Neill, Charles Congdon, Ram RamanujamIntel CorporationSilviu Borac, Ron HendersonDreamWorks Animation Abstract We present a performance optimization study for an incompressible fluid simulation...

Posted: 2011-03-04 00:00:00 by Charles Congdon (Intel)
animation, dreamworks, fluid simulation, visual computing
Game On Your Terms: Why Laptop Gaming Rules![Videos]
Laptops offer incredible flexibility to gamers that has not been well understood in the marketplace.  Matt Ployhar explains how laptops enable gaming anywhere and provide ‘gaming on my terms’.  Matt...

Posted: 2011-02-24 15:31:50
flexibility, game development, gaming myths, matt ployhar, Mobile Gaming, visual computing
Efficient Scaling in a Task Based Game Engine Part 3[Videos]
Personal computers continue their rapid performance improvements . Get the most out of the latest hardware, and scale efficiently between 2 and 6 (or more) CPU cores using Tasking.  Tasking decouples...

Posted: 2011-02-24 15:09:18
Game Analysis, Game Develoment, game developer, game engine, GPA, GPU-Offloading, Intel GPA, MLAA, task based game engine, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_techsample_getanimation, vcsource_type_video, visual computing
Efficient Scaling in a Task Based Game Engine Part 2[Videos]
Personal computers continue their rapid performance improvements . Get the most out of the latest hardware, and scale efficiently between 2 and 6 (or more) CPU cores using Tasking.  Tasking decouples...

Posted: 2011-02-24 15:01:02
game development, game engine, GPA, GPU-Offloading, graphics performance analyzer, Intel GPA, MLAA, task based game engine, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_techsample_getanimation, vcsource_type_video, visual computing
Efficient Scaling in a Task Based Game Engine Part 1[Videos]
Personal computers continue their rapid performance improvements . Get the most out of the latest hardware, and scale efficiently between 2 and 6 (or more) CPU cores using Tasking.  Tasking decouples...

Posted: 2011-02-24 14:54:31
game design, game development, game engine, gaming, GPA, Graphics Perfomance Analyzer, Intel GPA, MLAA, task based game engine, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_techsample_getanimation, vcsource_type_video, visual computing
Intel® GPA 4.0 and 2nd Generation Intel® Core™ Processors with Intel® HD Graphics 3000 [Videos]
The rapid evolution of performance in Intel® Core™ processors and Intel® Processor Graphics represents a huge business opportunity for game developers. Aaron Davies talks briefly about market opportunities...

Posted: 2011-02-24 12:35:40
Core Family Processors, GPA 4.0, GPA 4.0 Features, HD 3000 Graphics, performance evolution, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_type_video, visual computing
Monetizing Games on Devices: Intel’s AppUp Stores on Store Model[Videos]
The video game market has undergone an enormous transition from expensive console games to smaller, less expensive, less complex AppStore games.  Scott Crabtree describes the advantages of Intel® AppUp...

Posted: 2011-02-24 10:22:50
appup center, game development, IADP, Intel Atom Developer Program, visual computing
Intel Graphic Performance Analyzer 4.0 Feature Overview[Videos]
Intel® GPA 4.0 is the latest release of this popular graphics analysis tool that provides game developers with analysis tools to help optimize application performance.  Omar Rodriguez demonstrates a...

Posted: 2011-02-24 09:20:27
Frame Analyzer, Game Develoment, GPA, GPA 4.0, Graphics Perfomance Analyzer, HUD, Intel GPA, Platform Analyzer, Sandy Bridge, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_type_video, visual computing
Mobile Graphics Developer's Guides[Knowledgebase]
  Intel Mobile Graphics Developer's Guides for AtomTM processor-based platforms IntroductionThis document provides development hints and tips to ensure that your customers will have a great experience...

Posted: 2011-02-24 00:00:00 by Vincent Scotto (Intel)
atom, Atom Developer Guide, game development, graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_platform_netbook, vcsource_platform_phone, vcsource_platform_tablet, visual computing
Shadow Explorer - Comparing Shadow Mapping Techniques[Videos]
Shadow Explorer is the latest code sample from Intel. At the highest level, this sample allows the user to compare and contrast the quality and performance characteristics of four different shadowing algorithms....

Posted: 2011-02-24 08:38:39
Code sample, EVSM, exponential variance shadow mapping, game developer, game development, graphics, ISN, PCF, percentage closer filtering, Sandy Bridge, shadow explorer, shadow map, shadow mapping, variance shadow mapping, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_techsample_shadowexplorer, vcsource_type_video, visual computing, VSM
Fluid Simulation for Video Games (part 9)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article and Source Code Download Fluid Simulation for Video Games (part 9) [PDF 778KB]Download Fluid Simulation Source Code (part 9) [770KB] Archimedes' Principle:...

Posted: 2011-03-21 00:00:00 by Dr. Michael J. Gourlay
Archimedes Principle, body buoyancy, fluid simulation, game development, Intel TBB, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, vorticity
It’s a Fast, Smooth, Well-lit World Out There: Confetti, MLAA, and Intel® Microarchitecture Codename Sandy Bridge Remodel Unreality[Knowledgebase]
By Nancy Nicolaisen Download Article Download It's a Fast, Smooth, Well-lit World Out There: Confetti, MLAA, and Intel® Microarchitecture Codename Sandy Bridge Remodel Unreality [PDF 1.7MB] Abstract This...

Posted: 2011-02-16 00:00:00 by Vincent Scotto (Intel)
Confetti, game development, GPA, Intel GPA, MLAA, Morphological Anti-aliasing, Sandy Bridge, spatial aliasing, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_producttout_GPA, vcsource_product_gpa, vcsource_type_techarticle, visual computing
Virtual World Server Power Savings by Dynamic Physics Tuning[Knowledgebase]
Download Article Download Virtual World Server Power Savings by Dynamic Physics Tuning [PDF 266KB] Introduction As server data centers grow to support virtual world experiences, one concern is the expense...

Posted: 2011-02-15 00:00:00 by Robert Adams (Intel)
dynamic physics tuning, Galton box, OpenSimulator, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_casestudy, virtual world, virtual worlds, visual computing
OpenSimulator Virtual World Server Case Study (part 2)[Knowledgebase]
Download Article Download OpenSimulator Virtual World Server Case Study (part 2) [PDF 402KB] Introduction OpenSimulator (http://opensimulator.org) is an open source project building a general purpose...

Posted: 2011-02-02 00:00:00 by Robert Adams (Intel)
Galton box, Open Sim, OpenSimulator, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_casestudy, virtual worlds, visual computing
Get a Shave and a Haircut*: CG Hair and Fur[Knowledgebase]
By Audri Phillips Download Article Download Get a Shave and a Haircut*: CG Hair and Fur [PDF 2.8MB] Introduction Realistic hair and fur is one of the biggest challenges facing computer graphics artists...

Posted: 2011-01-24 00:00:00 by Audri Phillips
artist, artistanimator, Audri Phillips, CG hair, haircut, shave, shave and a haircut, tutorial, visual computing
OpenSimulator Virtual World Server Case Study (part 1)[Knowledgebase]
Download Article Download OpenSimulator Virtual World Server Case Study [PDF 158KB] Introduction The use of virtual worlds for training, entertainment, and collaboration is growing. These present to...

Posted: 2011-01-17 00:00:00 by Robert Adams (Intel)
Open Sim, OpenSimulator, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_casestudy, virtual worlds, visual computing
Footstep Navigation[Knowledgebase]
By Shawn Singh, Petros Faloutsos and Glenn Reinman Download Article Download Footstep Navigation [PDF 555KB] Abstract Navigation is an essential ability of autonomous virtual characters. The standard...

Posted: 2011-01-12 00:00:00 by Shawn Singh
footstep navigation, game development, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel Media Developers Guides[Knowledgebase]
Intel Media Developer's Guide for the Sandy Bridge microarchitecture IntroductionThis document provides development hints and tips to help developers have a great experience creating, editing, and consuming...

Posted: 2011-01-04 00:00:00 by Eric Sardella (Intel)
media, Media Developers Guide, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
Benefits of Sandy Bridge[Videos]
Matt Ployhar, Intel Graphics Planner describes the advantages of new Sandy Bridge microprocessor for games and other graphics intensive applications.  For more information on Sandy Bridge, see www.intel.com/software/sandybridge.

Posted: 2011-01-04 09:00:12
game development, graphics, matt ployhar, Sandy Bridge, visual computing
Onloaded Shadows Demo[Videos]
Josh Doss, Intel Technical Lead describes the Onloaded Shadows Sample and demonstrates it running on Intel® microarchitecture code name Sandy Bridge. Onloaded Shadows is a technique by which shadow maps...

Posted: 2011-01-04 08:30:58
csacade, josh doss, Onloaded Shadows, Sandy Bridge, shadow map, vcsource_domain_graphics, vcsource_techsample_onloadedshadows, vcsource_type_video, visual computing
Practical Game Architecture for Multi-core Systems[Knowledgebase]
By Katrina Archer Download Article Download Practical Game Architecture for Multi-core Systems [PDF 471KB]Today's developers create games for a wide array of platforms-from mobile devices and the Web...

Posted: 2011-01-11 00:00:00 by Vincent Scotto (Intel)
game architecture, game development, Katrina Archer, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel HD Graphics Developers Guides[Knowledgebase]
Latest Intel Graphics Developer's Guide Note: The Developer's Guide on this page is for Intel® HD Graphics. For the LATEST Intel Graphics Developer's Guide, go to http://software.intel.com/en-us/articles/intel-graphics-developers-guides/   Intel...

Posted: 2011-01-03 00:00:00 by Vincent Scotto (Intel)
game development, Graphics Developers Guide, intel hd graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
HD Graphics Quick Reference Guide[Knowledgebase]
Latest Quick Reference Guide Note: The Quick Reference Guide on this page is for Intel® HD Graphics. For the latest Intel Graphics Quick Reference Guide, go to Intel Graphics Quick Reference GuideQuick...

Posted: 2010-12-27 00:00:00 by Cecilia Villalon (Intel)
game development, graphics quick reference guide, intel hd graphics, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
Intel® Media Software Development Kit v2.0 Gold Release Notes[Knowledgebase]
Download Article Download Intel® Media Software Development Kit v2.0 Gold Release Notes [PDF 219KB] Overview The Intel® Media Software Development Kit (Intel® Media SDK) is a software development...

Posted: 2010-12-27 00:00:00 by Vincent Scotto (Intel)
media, media sdk, media sdk 2.0, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, visual computing
libNthumb, The NHN* Performance Primitive for Real-Time Creation of Thumbnail Image with Intel® IPP Library[Knowledgebase]
By Sungwhan Jung, NHN Corporation Tai Ha, Intel CorporationChao Yu, Intel Corporation Download Article Download libNthumb, the NHN* performance primitive for real-time creation of thumbnail image with...

Posted: 2011-01-10 00:00:00 by Tai Ha (Intel)
IPP, libNthumb, media, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Using Unsupported Color Formats with the Intel® Media Software Development Kit[Knowledgebase]
Download Article Download Using Unsupported Color Formats with the Intel® Media Software Development Kit [PDF 160KB] Introduction The Intel® Media Software Development Kit (Intel® Media SDK) is a...

Posted: 2011-01-11 00:00:00 by Khang Nguyen (Intel)
color conversion, IPP, media, media sdk, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_techarticle, visual computing
Workstation Buyers Guide for Adobe Video Products [Videos]
This video introduces the “workstation selector tool” for Adobe Video Products. The goal of the tool is to help match the right workstation product with the right Adobe video software. www.intel.com/go/workstation

Posted: 2010-12-07 13:02:15
Adobe, Adobe Max, adobe max 2010, Adobe Video Software, Adobe Workstation Selector, visual computing
Delivering Future-Proofed Performance and Efficiency with the Intel® Media SDK 2.0[Knowledgebase]
For software companies that make consumer and professional video applications, keeping up with a hardware platform ecosystem that’s constantly evolving is an essential yet resource draining task. To...

Posted: 2010-11-15 00:00:00 by Cecilia Villalon (Intel)
media, media sdk, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_techarticle, video decode, video encode, visual computing
Intel® Media SDK 2.0: High-Performance Video Encoding, Decoding and Preprocessing[Knowledgebase]
A single API with multiple performance benefits for video application developersThe version 2.0 release of the Intel® Media Software Development Kit (SDK) equips developers with a standard application...

Posted: 2010-11-15 00:00:00 by Cecilia Villalon (Intel)
media, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_techarticle, video decode, video encode, visual computing
Using UMC De-multiplexer with the Intel® Media Software Development Kit[Knowledgebase]
Downloads Download White Paper: Using UMC De-multiplexer with the Intel® Media Software Development Kit [PDF 267KB]Download Source Code: Source Zipfile [ZIP 9.57MB] Abstract To take advantage of present...

Posted: 2010-11-14 00:00:00 by Loc Nguyen (Intel)
de-multiplexer, Decode, media, media sdk, UMC, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Lighter Than AIR: Making Better Games with Adobe AIR*[Knowledgebase]
By Amos Laber For developers of mobile games, these are exciting times. The arrival of new mobile hardware platforms and the rise of social gaming attract a lot of business and create new opportunities...

Posted: 2010-11-04 00:00:00 by Vincent Scotto (Intel)
Adobe AIR, game development, IADP, visual computing
Fluid Simulation for Video Games (Part 8)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article and Source Code Download Fluid Simulation for Video Games (Part 8) [PDF 1.2MB]Download Fluid Simulation Source Code (part 8) [764 KB] Baroclinicity: Fluid...

Posted: 2010-10-26 00:00:00 by Dr. Michael J. Gourlay
Boussinesq, fluid buoyancy, fluid simulation, particle system, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, vorticity
Intel Media SDK Version 1.5[Videos]
Watch Bob become a software hero by coding media applications to Intel’s Media SDK Version 1.5

Posted: 2010-10-05 08:46:33
graphics, Intel Media SDK, Intel Tools, media, media sdk, Media SDK 1.5, tool, visual computing
Digital Arts Bits: Rendering Workflows with Softimage [Videos]
Okay, Mark and I go back a ways - but I will say without a doubt he is not only a very, very funny man - he is one of the best demo artists and most knowledgeable guys I know when it comes to 3D arts....

Posted: 2010-09-29 08:44:54
animator, artist, Artist animator community, graphics, Intel Software Network, rendering, siggraph, SIGGRAPH 2010, Softimage, Take Five Videos, visual computing, workflow
3D Vector Normalization Using 256-Bit Intel® Advanced Vector Extensions (Intel® AVX)[Knowledgebase]
Download Article Download 3D Vector Normalization Using 256-Bit Intel® Advanced Vector Extensions (Intel® AVX) [PDF 202KB] Objective Show developers how to improve the performance of geometry computations...

Posted: 2010-09-27 00:00:00 by Stan Melax (Intel)
AOS, AVX, game development, Sandy Bridge, shuffle, simd, SOA, transpose, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel® Media SDK 2.0[Videos]
Media Strategist, Craig Hurst explains how MSDK 2.0 helps future-proof video applications while increasing performance and efficiency

Posted: 2010-09-24 15:58:10
Craig Hurst, demo, graphics, Intel Software Network, media, media sdk 2.0, Sandy Bridge, SDK, SIGGRAPH 2010, visual computing
Digital Arts Bits: iClone 4 at SIGGRAPH 2010[Videos]
The talented folks at Reallusion have optimized their iClone software allowing artists to create dazzling  HD 3D effects and  real-time animation on Intel hardware. iClone even helps you create your...

Posted: 2010-09-24 15:41:22
animator, artist, Artist animator community, graphics, Intel Software Network, Intel Software Partner Program, ISPP, John Martin II, Reallusion, SIGGRAPH 2010, Take Five Videos, visual computing
Digital Arts Bits: Modo at SIGGRAPH 2010[Videos]
The real-time preview rendering in Modo is not only stunning, it's a brilliant example of how parallel computing and savvy software engineering has come together to improve digital art workflows. Brad...

Posted: 2010-09-24 15:34:32
Brad Peebler, graphics, intel software, Luxology, MODO, rendering, SIGGRAPH 2010, SIGGRPAH, Take Five Videos, visual computing
Digital Arts Bits: Speedtree at SIGGRAPH [Videos]
Think of Avatar without the forest. Not quite the same movie. Now think of how long it would take to build a digital forest. Try it with your favorite 3D modeling package -  it's tedious, it's time-consuming...

Posted: 2010-09-21 12:52:02
animation, animator, artist, Artist animator community, FX, multicore, rendering, siggraph, SIGGRAPH 2010, Speedtree, Steve Pitzel, Steve Zell, visual computing
High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs[Knowledgebase]
Download Article Download High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs [PDF 494KB]by David CongerThe last decade has seen tremendous advances in the field of...

Posted: 2010-09-19 00:00:00 by Vincent Scotto (Intel)
DirectX, DirectX 10, directx 11, DirectX 9, game development, IADP, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Targeting 3D Applications for Mobile Devices Powered by OpenGL* and OpenGL ES*[Knowledgebase]
By Dan Ginsburg Download Article Download Targeting 3D Applications for Mobile Devices Powered by OpenGL* and OpenGL ES* [PDF 694KB]The OpenGL* graphics system has for years been a second choice for...

Posted: 2010-09-19 00:00:00 by Vincent Scotto (Intel)
Atom Developer, game development, IADP, meego, OpenGL, OpenGL ES, vcsource_domain_graphics, vcsource_index, vcsource_os_android, vcsource_os_linux, vcsource_os_mac, vcsource_os_meego, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_platform_phone, vcsource_platform_tablet, vcsource_type_techarticle, visual computing
The Serial On-Ramp to the Multicore Highway: Preparing to Parallelize Code[Knowledgebase]
Download Article Download The Serial On-Ramp to the Multicore Highway: Preparing to Parallelize Code [PDF 143KB]Without proper preparation, parallelizing code might provide no lift, or worse, it could...

Posted: 2010-09-13 00:00:00 by Andrew Binstock
game development, hot spot, parallelization, performance, performance optimization, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_vtunexe, vcsource_type_techarticle, visual computing, Vtune
Six Tips for Developing Easily Ported Games[Knowledgebase]
By John TillDownload ArticleDownload Six Tips for Developing Easily Ported Games [PDF 968KB]For a game developer, one of the greatest feelings in the world comes from watching someone happily playing your...

Posted: 2010-09-07 00:00:00 by Vincent Scotto (Intel)
development environment, game development, IADP, localization, middleware, presentation layer, tips & tricks, Torque, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_platform_phone, vcsource_platform_tablet, vcsource_type_techarticle, visual computing, XNA Game Studio
Extending STL for Games[Knowledgebase]
by Neil Gowerneilg@vertexblast.com Download Article Download Extending STL for Games [PDF 405KB] Introduction Despite widespread usage of the Standard Template Library (STL) in the C++ development...

Posted: 2010-09-06 00:00:00 by Vincent Scotto (Intel)
C++, game development, iterators, Standard Template Library, STL, STL Container, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Deferred Rendering for Current and Future Rendering Pipelines[Knowledgebase]
Deferred Rendering for Current and Future Rendering Pipelines By Andrew Lauritzen Beyond Programmable Shading, SIGGRAPH Courses 2010 This sample demonstrates a number of deferred...

Posted: 2010-08-14 00:00:00 by Cecilia Villalon (Intel)
Code sample, deferred lighting, deferred rendering, deferred shading, directx 11, vcsource_domain_graphics, vcsource_index, vcsource_type_techarticle, visual computing
Adaptive Volumetric Shadow Maps[Knowledgebase]
Adaptive Volumetric Shadow Maps By: Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn Advances in Real-Time Rendering in 3D Graphics and Games, SIGGRAPH Courses 2010. We...

Posted: 2010-08-14 00:00:00 by Cecilia Villalon (Intel)
adaptive volumetric shadow maps, AVSM, Code sample, shadow map, vcsource_domain_graphics, vcsource_index, vcsource_type_techarticle, visual computing
Sample Distribution Shadow Maps[Knowledgebase]
Sample Distribution Shadow Maps By Andrew Lauritzen, Marco Salvi, Aaron Lefohn Advances in Real-Time Rendering in 3D Graphics and Games, SIGGRAPH Courses 2010. This demo showcases...

Posted: 2010-08-13 00:00:00 by Cecilia Villalon (Intel)
SDSM, shadow map, vcsource_domain_graphics, vcsource_index, vcsource_type_techarticle, visual computing
Introduction to x64 Assembly[Knowledgebase]
By Chris Lomont Download Article Download Introduction to x64 Assembly [PDF 303KB] Introduction For years, PC programmers used x86 assembly to write performance-critical code. However, 32-bit PCs are...

Posted: 2010-08-03 00:00:00 by Vincent Scotto (Intel)
addressing modes, assembler, IA-64, ia64, visual computing
Sid Meier’s Civilization* V Finds the Graphics Sweet Spot[Knowledgebase]
"We had this idea early in the project that we ought to be able to run on the business notebook. Someone who went out and bought a notebook that isn't necessarily designed for games, but is otherwise...

Posted: 2010-08-01 23:00:00 by Vincent Scotto (Intel)
Civ5, Civilization, Firaxis, game development, GPA, graphics performance analyzation, graphics performance analyzer, Intel GPA, Intel TBB, intel threading building blocks, Performance analysis, performance optimization, sid meier, Task Analyzer, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_type_casestudy, visual computing
Creating and Visualizing 3D Content in ScienceSim[Videos]
Creating and Visualizing  3D Content demonstrates the progress in scaling the capabilities of the ScienceSim virtual world and features a collection of projects aimed at expanding the web to include...

Posted: 2010-07-27 13:19:30
3D Visualization, distributed, distributed client management, distributed scene graph, Research at Intel Day, ScienceSim, virtual conference, visual computing
IIR Gaussian Blur Filter Implementation using Intel® Advanced Vector Extensions[Knowledgebase]
by Brijender Bharti Download Article and Source Code Download IIR Gaussian Blur Filter Implementation using Intel® Advanced Vector Extensions [PDF 513KB]Download source: gaussian_blur.cpp [36KB] Introduction This...

Posted: 2010-07-26 00:00:00 by Brijender Bharti
Gaussian blur filter, Intel AVX, media, Sandy Bridge, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Image Sequences or Vector Art in the Development of Flash* Games and Virtual Worlds?[Knowledgebase]
By Tom Costantini Download Article Download Image Sequences or Vector Art in the Development of Flash* Games and Virtual Worlds? [PDF 1.4MB]For years, Adobe ActionScript* developers have been using Adobe...

Posted: 2010-07-22 00:00:00 by Vincent Scotto (Intel)
Adobe Flash, artistanimator, flash, image sequence, raster images, vector art, vector images, visual computing
Animation for Flash Games (part 2): Sprite Manipulation for the Scripter[Knowledgebase]
By Patrick Fram Download Article Download Animation for Flash Games (part 2): Sprite Manipulation for the Scripter [PDF 735KB]This article-the second in the series-shows Adobe Flash* game scripters how...

Posted: 2010-07-21 00:00:00 by Vincent Scotto (Intel)
Adobe Flash, animation, animation control, animation script, animation techniques, animation tutorial, artist, artistanimator, flash, sprite, visual computing
XML3D for Visualizing 3D Web Content[Videos]
Intel is actively researching ways to demonstrate 3D Content and interactive movement on the web.  The XML3D demo shows a sample interactive 3D application that enables the user to interactively walk...

Posted: 2010-07-16 13:26:50
Daniel Pohl, ray tracing, rendering, Research at Intel Day, visual computing, XML3D
Low Power Mobile Computer Vision[Videos]
The OpenCirrus Project, is a collaboration led by Intel, HP and Yahoo to create an open, Internet-scale testbed for advancing cloud computing research with ten sites worldwide. The Low-power Mobile Computer...

Posted: 2010-07-16 11:34:58
atom, Cloud Computing, Face Recognition, Intel Software Network, notebook, Parallel Programming, Research at Intel Day, visual computing
Improving Medical Imaging Performance on the Intel® Xeon® Processor 5500 series[Knowledgebase]
Download Article Download Improving Medical Imaging Performance on the Intel® Xeon® Processor 5500 series [PDF 488KB] Abstract Medical Imaging is a hotly contested field where winning products maximize...

Posted: 2010-07-05 00:00:00 by Kerry Evans (Intel)
image reconstruction, medical imaging, MRI, SPECT, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_icc, vcsource_product_vtunexe, vcsource_type_techarticle, visual computing, Vtune, Xeon 5500
Neoqb’s Rise of Flight* Touches Down Flawlessly With Intel® Graphics Performance Analyzers (Intel® GPA) Optimizations[Knowledgebase]
By Sergey Vorsin (Neoqb) Download Article Download Neoqb’s Rise of Flight* Touches Down Flawlessly With Intel® Graphics Performance Analyzers (Intel® GPA) Optimizations [PDF 1.1MB] Introduction Neoqb...

Posted: 2010-06-30 00:00:00 by Vincent Scotto (Intel)
Frame Analyzer, Game Analysis, game development, GPA, graphics optimization, Intel GPA, neoqb, System Analyzer, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_gpa, vcsource_type_casestudy, visual computing
Interactive Geometric Sound Propagation and Rendering[Knowledgebase]
by Micah Taylor, Anish Chandak, Lakulish Antani, Dinesh Manocha Download PDF Download Interactive Geometric Sound Propagation and Rendering [PDF 853KB] Abstract We describe a novel algorithm and system...

Posted: 2010-06-24 00:00:00 by Vincent Scotto (Intel)
3D sound rendering, acoustic modeling, audio rendering, frustrum, frustrum tracing, geometric sound propagation, media, sound propagation, sound rendering, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Integrating 3D Image Sequences into Flash[Knowledgebase]
By Tom CostantiniAdobe Flash* has come along way from being just a simple multimedia tool for moving around vector and raster graphics. It's now used in numerous applications-from the online streaming...

Posted: 2010-06-17 00:00:00 by Vincent Scotto (Intel)
3D animation, 3D art, 3D image, Adobe, Adobe Flash, artistanimator, flash, visual computing
Siggraph 2010[Knowledgebase]
Spotlight | Theatre Presentations |Demos Spotlight Vist the SIGGRAPH 2011 Site Stop by the Intel booth to check out the cool demos and enter to win prizes! Drawing...

Posted: 2010-06-09 00:00:00 by Cecilia Villalon (Intel)
siggraph, visual computing
Using Intel® Advanced Vector Extensions to Implement an Inverse Discrete Cosine Transform[Knowledgebase]
Download Article Download Using Intel® Advanced Vector Extensions to Implement an Inverse Discrete Cosine Transform [PDF 335KB]Download IDCT source code [Zip 22KB] Introduction Transform coding is...

Posted: 2010-06-07 21:00:00 by Richard Hubbard (Intel)
AVX, discrete cosine transform, IDCT, Intel AVX, SSE, visual computing
Procedural Trees and Procedural Fire in a Virtual World[Knowledgebase]
Download Article Download Procedural Trees and Procedural Fire in a Virtual World [PDF 1.8MB]   1. Introduction The Tree and Fire Systems are part of the Intel Smoke Framework, a multi-threaded...

Posted: 2010-06-14 00:00:00 by Hugh Smith (Intel)
fire, game development, heat particles, particle system, particles, procedural fire, procedural trees, Smoke Demo, smoke framework, tree parser, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Boosting ANSYS Mechanical Simulation Capacity with Intel® SATA Solid-State Drives[Knowledgebase]
By Jeff Beisheim, ANSYS, Inc and Arvind Amin, Intel Corp. Simulation models are getting larger - using more computer memory and requiring more computational time - as engineers include greater geometric...

Posted: 2010-05-31 00:00:00 by Arvind Amin (Intel)
ANSYS, Simulation, solid state drives, visual computing
The Secrets of Parallel Pathfinding on Modern Computer Hardware[Knowledgebase]
by Jad Nohra and Alex J. ChampandardCredits: The A* implementation used for the experiments in this article was written by Jad Nohra and Nick Samarin. The parallel query processor and job scheduler were...

Posted: 2010-05-23 00:00:00 by Jad Nohra
ai, Artificial intelligence, game development, pathfinding, TBB, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_techarticle, visual computing
Rapid Porting Tips (part 1): Five Tips for Getting Your Game Up and Running on Netbooks[Knowledgebase]
By Nancy NicolaisenNetbooks are a great opportunity for game developers and consumers alike. Light, easily portable, inexpensive, and relatively powerful, these platforms offer attractive bonuses. Most...

Posted: 2010-05-17 00:00:00 by Vincent Scotto (Intel)
game development, netbook, netbook apps, Netbook Gaming, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_platform_netbook, vcsource_platform_phone, vcsource_platform_tablet, vcsource_type_techarticle, visual computing
Advanced Rendering Techniques[Knowledgebase]
By Lucy Burton Download PDF Download Advanced Rendering Techniques [PDF 578KB]This article goes further into the details of the varying procedures associated with rendering in Autodesk* Softimage*. Rendering...

Posted: 2010-05-17 00:00:00 by Vincent Scotto (Intel)
ambient occlusion, artistanimator, global illumination, HDR lighting, rendering, tutorial, visual computing
3D Character Animation (part 2)[Knowledgebase]
By Ryan Bird In the last article, I talked about several theories of how to bring a character to life through emotion and expression. I also talked about creating an idea for an animation and blocking...

Posted: 2010-05-09 00:00:00 by Vincent Scotto (Intel)
animation, artistanimator, character animation, tutorial, visual computing
MP4/AVC Decode using the Intel® Media SDK[Knowledgebase]
Download Article Download MP4/AVC Decode using the Intel® Media SDK [PDF 466KB]Download Source [Zipfile 13.4MB] Introduction The Intel® Media Software Development Kit (Intel® Media SDK) is a great...

Posted: 2010-05-02 00:00:00 by Eric Sardella (Intel)
h.264, H.264 decoder, Intel Media SDK, media, Media Player Classic, media sdk, mp4, MP4 Decode, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Generating Procedural Clouds in Real Time on 3D Hardware[Knowledgebase]
Introduction By Kim PallisterLook up, waaayyy up!As the introduction to this article, this is where I tell you about how I recently spent some time looking up at cloud formations in the sky and became...

Posted: 2009-03-31 00:00:00 by Kim Pallister (Intel)
3d, game development, visual computing
Exploiting the Power of Softimage's Render Tree[Knowledgebase]
By Lucy BurtonShaders are in effect little computer programs that drive how Mental Ray* rendering software reacts during the rendering or postprocessing of a scene. The Render Tree in Autodesk* Softimage*...

Posted: 2010-04-29 00:00:00 by Vincent Scotto (Intel)
artistanimator, lighting, Render Tree, shaders, Softimage, tutorial, visual computing
Animation for Flash Games (part 1): Sprite Creation for the Animator[Knowledgebase]
By Patrick FramAdobe* Flash* is a powerful animation tool; these days, it's commonly used by animation studios to create animated TV shows, but animating for games takes a special touch. The animations...

Posted: 2010-04-25 00:00:00 by Vincent Scotto (Intel)
animation, animation tutorial, artistanimator, flash, visual computing
The Basics of the Art of Lighting (part 3): Lighting and Shaders[Knowledgebase]
By Audri PhillipsThis third part of a series on lighting basics is devoted to the interrelationship between shaders/materials and lighting. It takes advantage of some features of Mental Ray to show you...

Posted: 2010-04-21 00:00:00 by Vincent Scotto (Intel)
artistanimator, lighting, shaders, specular light, toon shaders, tutorial, visual computing
Blizzard Starcraft II at GDC 2010[Videos]
Bob Colayco of Blizzard talks to Take Five Videos about Starcraft II at the Intel GDC 2010 boothTo learn more about Starcraft II: www.starcraft2.comTo learn more about how Intel works with companies like...

Posted: 2010-04-19 12:12:38
Battle.net, Blizzard, game developers conference, gaming, gdc, GDC 2010, Intel Software Network, ISN, online gaming, StarCraft II, visual computing
NCsoft Aion at GDC 2010[Videos]
Lance Stites, Vice President of NCsoft West, talks about the RPG Aion at Intel's GDC 2010 booth.To learn more about Aion visit: www.aiononline.comTo learn more about how Intel partners with companies like...

Posted: 2010-04-19 11:22:20
Aion, game developers conference, gaming, gdc, GDC 2010, Intel Software Network, Lanc Stites, Mobile Gaming, multicore, NCsoft, NCsoft Aion, online gaming, Parallel Programming, RPG, visual computing
Intel Horsepower Demo: SIGCSE 2010[Videos]
Amit Jindal sdemonstrates Horsepower at SIGCSE 2010. Horsepower is a tech demo based on Smoke. Horsepower showcases perceivable difference based on the number of available cores. The demo shows a bunch...

Posted: 2010-04-02 14:49:31
cores, demo, horsepower, Intel Software Network, multicore, SIGCSE, SIGCSE 2010, visual computing
a Conversation with Firaxis about Developing Civilization V at GDC 2010[Videos]
Dan Baker, Firaxis Games Graphics Lead for Civilization V and Yannis Minadakis, Intel Senior Graphics Engineer talk about their experience in optimizing Civilization V using Intel tools such as the Intel®...

Posted: 2010-04-02 10:03:29
Civilization, Firaxis, gdc, GDC 2010, GPA, GPA 3.0, Intel Software Partner Program, Software Network, tools, visual computing
Enabling High-Performance Video Encoding, Decoding, and Preprocessing[Knowledgebase]
Download Article Download Enabling High-Performance Video Encoding, Decoding, and Preprocessing [PDF 619KB] The version 1.5 release of the Intel® Media Software Development Kit (SDK) equips developers...

Posted: 2010-04-01 00:00:00 by Vincent Scotto (Intel)
media, media applications, media sdk, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_news, video decode, video encode, visual computing
Havok Cloth Demo at GDC 2010[Videos]
Malcolm Tyrrell gives a demonstration of Havok Cloth™ at Intel's GDC 2010 Booth. To learn more about Havok Cloth and other optimized Havok development tools you can visit: www.havok.com Jerry Makare 03-29-2010 03-29-2010 Videos Havok™...

Posted: 2010-03-29 12:26:23
game developers conference, gdc, GDC 2010, havok, Havok Cloth, Intel Software Network, Multi-thread, optimized, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_product_havokphy, vcsource_type_video, visual computing
Using Adobe Creative Suite on Intel Core i7 Extreme: Russell Griffiths - Filmmaker[Videos]
Filmmaker Russell Griffiths uses several Adobe Creative Suite programs (Photoshop, After Effects, and Premiere), all at once. Working with the Core i7 Gulftown processor has helped him have more time...

Posted: 2010-03-25 17:59:50
Core i7, graphics, media, Visual Adrenaline, visual computing
Using Adobe Creative Suite on Intel Core i7-980X (Gulftown): Fromage Pictures[Videos]
Kevan Peterson’s company, Fromage Pictures, animates using Adobe Flash. See how they were able to use Adobe software and the Intel Core i7 Gulftown processors to complete trailers for their nominated...

Posted: 2010-03-25 17:34:18
animation, Core i7, graphics, Visual Adrenaline, visual computing
Using Intel Threading Building Blocks on Napoleon: Total War[Videos]
Yuri O’Donnell, Senior Engine Coder for The Creative Assembly, talks about his experience in optimizing Napoleon: Total War for Intel® Processor Graphics with the help of the Intel® Threading Building...

Posted: 2010-03-25 16:41:55
game development, graphics, Threading Building Blocks, Visual Adrenaline, visual computing
Autodesk: Maximum performance with the Dual Xeon (12 core/24 threads) Workstation[Videos]
What can a 12 core, 24 thread workstation do for digital content creation? Join Autodesk executives and they give an insight into how the new Dual Xeon workstations can help animators delivery higher quality...

Posted: 2010-03-25 16:25:42
animation, artist, graphics, Visual Adrenaline, visual computing, xeon
Using Intel Graphics Performance Analyzers on Napoleon: Total War[Videos]
Yuri O’Donnell, Senior Engine Coder for The Creative Assembly, talks about his experience in optimizing Napoleon: Total War for Intel® Processor Graphics with the help of the Intel® Graphics Performance...

Posted: 2010-03-24 16:46:10
game development, graphics, Intel Graphics Performance Analyzer, Visual Adrenaline, visual computing
Using Adobe Creative Suite on Intel Core i7 980X(Gulftown): Bandito Brothers[Videos]
Jacob Rosenberg, CTO of Bandito Brothers, talks about how Adobe Creative Suite and the Intel Core i7 Gulftown processors are “blazingly fast”, helping his independent studio double their workload in...

Posted: 2010-03-24 15:34:23
animation, artist, media, Visual Adrenaline, visual computing
Sound Design and Editing Using Cakewalk Sonar 8.5 at GDC[Videos]
Cakewalk's Seth Perlstein gives a demonstration of Cakewalk's Sonar 8.5 running on an Intel Core i7. To learn more about Cakewalk visit: www.cakewalk.com and check out www.intel.com to learn about the...

Posted: 2010-03-24 11:15:48
cakewalk, Cakewalk Sonar, Core i7, Game Developer Conference, gdc, GDC 2010, Intel core family, parallel computing, processor, sonar 8.5, visual computing
Optimized for the Core i7 Extreme and 12 Threads: Cakewalk SONAR 8 [Videos]
Cakewalk’s SONAR 8 has been optimized for the Core i7 processor and 64 bit computing. Workloads are automatically distributed among 12 threads, to render the most demanding projects in minutes – not...

Posted: 2010-03-23 19:47:42
audio, digital content creation, media, Visual Adrenaline, visual computing
Gameplay Comparison: Napoleon: Total War running on the Intel Core i7 980x CPU (aka Gulftown) [Videos]
Is there a gameplay difference between Intel® Core™ i7-980x (aka Gulftown) and previous Intel Core™ i7 CPUs? Developer THE CREATIVE ASSEMBLY was able to improve individual physics, AI, and achieve...

Posted: 2010-03-23 18:08:52
game development, graphics, Visual Adrenaline, visual computing
Behind the scenes: Ubisoft’s new WWII strategy game R.U.S.E[Videos]
Get the developer perspective on R.U.S.E, the innovative new strategy game from EUGEN SYSTEMS and UBISOFT. The game features a cutting edge touch-screen and gesture operated interface. The game architecture...

Posted: 2010-03-23 16:27:44
game development, graphics, Visual Adrenaline, visual computing
Composer crashes CG world, adds depth to digital images[Knowledgebase]
By Geoff Koch Download Article Download Composer Crashes CG world, Adds Depth to Digital Images [PDF 1.1MB]Take an Intel® processor with high data throughput. Add optimized software for music creation...

Posted: 2010-04-20 00:00:00 by Vincent Scotto (Intel)
artist, artistanimator, music, musician, visual computing
Intel Artist/Animator Community at GDC 2010[Videos]
Recovering Animator Steve Pitzel takes a moment to show off the Intel Software Network's Artist/Animator community. This is where artists and animators can share content creation methods, pet peeves and...

Posted: 2010-03-22 11:38:01
animator, artist, artistanimator, community, Creation, digital art, digital artist, game developers conference, gdc, GDC 2010, Intel Software Network, Steve Pitzel, visual computing
NASA Offers Gamers a Ride to Mars and Beyond[Knowledgebase]
By John Gaudiosi Download PDF [PDF 2.5MB] Although only a select group of individuals in the United States become astronauts and an even smaller number are actually given the opportunity to enter orbit,...

Posted: 2010-03-15 00:00:00 by Cecilia Villalon (Intel)
game development, lunar exploration game, mmo style gaming, nasa, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_news, visual computing
Don't Dread Threads Part 3[Videos]
Do you keep missing the train with new mobile game platform opportunities? Millions of netbooks are waiting to run your game, and millions more being added to the pool each year. In this session you'll...

Posted: 2010-03-12 22:17:28
Game Development Conference, GDC 2010, GDC Session, Intel Software Network, Omar Rodriguez, orion granatir, Parallel Programming, visual computing
Building Your Game for Netbooks Part 3[Videos]
Do you keep missing the train with new mobile game platform opportunities? Millions of netbooks are waiting to run your game, and millions more being added to the pool each year. In this session you'll...

Posted: 2010-03-12 08:21:34
game developers conference, gaming, GDC 2010, Intel Atom, Intel Atom Developer, Mobiltity, Netbook Gaming, netbooks, visual computing
Building Games For Netbooks Part 1[Videos]
Do you keep missing the train with new mobile game platform opportunities? Millions of netbooks are waiting to run your game, and millions more being added to the pool each year. In this session you'll...

Posted: 2010-03-12 07:01:24
Atom Developer, Game Development Conference, GDC 2010, Intel Atom, Intel Software Network, Netbook Gaming, Omar Rodriguez, orion granatir, visual computing
3D Character Animation (part 1)[Knowledgebase]
Download PDF (PDF | XMB) Introduction One of the greatest things about animation is bringing life, expression, and emotion to an otherwise lifeless character. When done correctly, animation can convey...

Posted: 2010-03-03 00:00:00 by Bharath (Intel)
animation, animation tutorial, artistanimator, visual computing
Ticker Tape Demo – Use of Real Time 3D Aerodynamics [Videos]
Quentin Froemke, Lead TickerTape Demo Architect, demonstrates and describes the latest demo from Intel.  Key features include real time 3D aerodynamic lift and drag calculations, multi-threading, and...

Posted: 2010-03-09 13:43:47
Developement Tools, game development, Intel Software Network, Particle Generator, testing, Ticekr Tape Demo, Ticker Tape, tools, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_techsample_tickertape, vcsource_type_video, visual computing
GPA 3.0 Feature Video[Videos]
Chris Cormack, Intel® GPA Lead Product Designer, describes key new features in the Intel GPA 3.0 release and demos the new platform view capability.  For more information on Intel GPA, go to www.intel.com/software/gpa Jerry...

Posted: 2010-03-09 13:02:07
3.0, Chris Cormack, Game Analysis, Game Developers, GPA, GPA 3.0, graphics performance analyzers, Graphics Performance Analyzers 3.0, Intel Software Network, threading, vcsource_domain_graphics, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
The Basics of the Art of Lighting (part 2): Color and Light[Knowledgebase]
This second part of a two-part series on lighting basics is devoted to the basics of color in lighting. It touches upon the multiple ways color and lighting are inextricably linked-from the science of...

Posted: 2010-02-22 00:00:00 by Vincent Scotto (Intel)
artistanimator, lighting, refraction, tutorial, visual computing
The Basics of the Art of Lighting (part 1): Simple Principles of and Techniques for Creating Artful Lighting[Knowledgebase]
By Audri PhillipsUltimately, lighting is about controlling and shaping light and shadows, reflections, refractions, and even color-whether you do it on a computer or on a film set. This kind of control...

Posted: 2010-02-16 00:00:00 by Vincent Scotto (Intel)
artist, artistanimator, back light, fill light, key light, radiosity, shadows, visual computing
Fluid Simulation for Video Games (part 7)[Knowledgebase]
By Dr. Michael J. Gourlay Download PDF and Source Download Fluid Simulation for Video Games (part 7) [PDF 1.14MB] Download Fluid Simulation Source code (part 7) [720KB] Particle Operations for Fluid...

Posted: 2010-02-10 00:00:00 by Dr. Michael J. Gourlay
emission, game development, particle effects, particle system, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, vorticity
AI Reasoning and Workload Management of Parallel Sensor Queries in Games[Knowledgebase]
By Alex J. ChampandardThe demo discussed in this article was implemented with Radu Cristea based on work by Jeremy Tryba. Thanks to Björn Knafla for his help and Damian Isla for his insights.Making the...

Posted: 2010-02-04 00:00:00 by Vincent Scotto (Intel)
ai, Artificial intelligence, artificial intelligence engine, game development, persistent queries, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
3D Lighting in Softimage[Knowledgebase]
By Lucy Burton Download PDF [PDF | 327kb] This second installment in a series on lighting and rendering covers some of the specifics of working within the Autodesk* Softimage* package and how you can...

Posted: 2010-02-15 00:00:00 by Cecilia Villalon (Intel)
artist, artistanimator, caustics, glow effects, lighting, Softimage, visual computing
Benefits of Intel® Advanced Vector Extensions For Quaternion Spherical Linear Interpolation (Slerp)[Knowledgebase]
Introduction Intel® Advanced Vector Extensions (Intel® AVX) introduced with the new Intel® micro architecture, code named Sandy Bridge, extends the capabilities of Intel® Streaming SIMD Extensions...

Posted: 2010-01-27 00:00:00 by Pallavi Mehrotra (Intel)
AVX, Intel AVX, Intel SSE, quaternion, Sandy Bridge, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Fluid Simulation for Video Games (part 6)[Knowledgebase]
Download PDF and Source Download Download Fluid Simulation for Video Games (part 6) [PDF 953KB] Download Fluid Simulation Source code (part 6) [713KB] Differential Velocity Solvers This article, the...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, game development, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, vorticity
Getting the Most from your Middleware[Knowledgebase]
Download Article Download Getting the Most from your Middleware [PDF 406KB]Download the demo source code [46KB] Oversubscription is bad for you Modern game development increasingly uses middleware products...

Posted: 2010-01-19 00:00:00 by Brad Werth (Intel)
game development, middleware, oversubscription, thread parceling, visual computing
ScienceSim: A virtual environment for collaborative visualization and experimentation[Knowledgebase]
Download PDF ScienceSim: A virtual environment for collaborative visualization and experimentation (PDF 182kb) Introduction If you want to explain the solar system to a child, a book or video is a good...

Posted: 2010-01-12 00:00:00 by Cecilia Villalon (Intel)
opensim, ScienceSim, visual computing
Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms[Knowledgebase]
by Sheng Guo, Cage Lu, Xiaochang WuSoftware and Services Group, Intel Corporation Introduction Clouds play an important role in creating images of outdoor scenery. Most games render clouds with the planar...

Posted: 2010-01-06 00:00:00 by Cage Lu (Intel)
dynamic volumetric clouds, game development, Intel SSE, Multi-threading, SSE, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing, volumetric cloud rendering, volumetric clouds
Unleash the Power of Social Media[Knowledgebase]
Introduction As a game developer, imagine this situation happening to your users: You're playing a great multiplayer game and want to easily arrange games with your friends. The only problem is some of...

Posted: 2010-02-04 00:00:00 by Mitchell Lum (Intel)
Facebook, game development, Social Media, tweet, twitter, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Who Moved the Goal Posts? The Rapidly Changing world of CPUs[Knowledgebase]
By Leigh Davies and Ryan Shrout Introduction No matter what platform you work on, developing a game can be a lot like trying to build something on quicksand: Somewhere between the time you start designing...

Posted: 2010-01-26 00:00:00 by Leigh Davies (Intel)
game development, Intel® Core™ i7 processor, Multi-threading, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Simulating Real-world Film Lighting Techniques in 3D[Knowledgebase]
By Lucy Burton With all the advances in modeling and animation, an often overlooked but absolutely critical area of 3D scene creation is the proper use of lighting and rendering techniques. Good lighting...

Posted: 2010-02-02 00:00:00 by Vincent Scotto (Intel)
artistanimator, color temperature, gamma correction, light, visual computing
Challenges of OpenSim[Videos]
Many universities are conducting research on improving ScienceSim (a virtual environment used as a tool for visualization, education, and scientific collaboration).  At SuperComputing’09, Intel Take...

Posted: 2009-12-17 14:36:22
data visualization, opensim, ScienceSim, Take Five Videos, visual computing
Real Time Data Visualization with NII OpenScienceSim[Videos]
Many universities are conducting research on improving ScienceSim (a virtual environment used as a tool for visualization, education, and scientific collaboration).  At SuperComputing’09, Intel Take...

Posted: 2009-12-17 10:08:05
data visualization, opensim, ScienceSim, Take Five Videos, visual computing
Enabling High Bandwidth Media in ScienceSim[Videos]
Many universities are conducting research on improving ScienceSim (a virtual environment used as a tool for visualization, education, and scientific collaboration).  At SuperComputing’09, Intel Take...

Posted: 2009-12-16 10:24:50
data visualization, opensim, ScienceSim, Take Five Videos, visual computing
Demonstrating Application on Top of ScienceSim [Videos]
Many universities are conducting research on improving ScienceSim (a virtual environment used as a tool for visualization, education, and scientific collaboration).  At SuperComputing’09, Intel Take...

Posted: 2009-12-16 10:11:25
data visualization, opensim, ScienceSim, Take Five Videos, visual computing
Creating UVs for Characters in Autodesk Maya*[Knowledgebase]
by Ryan Bird UV mapping is the process of manipulating a 3D mesh’s texture coordinates (U and V) to work with a 2D image, used as a texture. Mapping UVs correctly ensures that a texture will look good...

Posted: 2010-02-02 00:00:00 by Cecilia Villalon (Intel)
artistanimator, planar mapping, texture mapping, UV mapping, visual computing
Crowd Simulation and Audio Research[Videos]
Many universities are conducting research on improving ScienceSim (a virtual environment used as a tool for visualization, education, and scientific collaboration).  At SuperComputing’09, Intel Take...

Posted: 2009-12-15 11:55:18
audio simulation, crowd simulation, data visualization, opensim, ScienceSim, Take Five Videos, visual computing
Using Intel® Laptop Gaming TDK in Game Application[Knowledgebase]
Introduction The Intel® Laptop Gaming Technology Development Kit (Intel® Laptop Gaming TDK) [1] enables game developers and game engine developers to design and develop laptop-aware games. The Intel...

Posted: 2009-12-09 00:00:00 by Loc Nguyen (Intel)
game development, Laptop Gaming TDK, visual computing
The Muddy Beauty of DiRT* 2*: Where rally realism meets the raw road[Knowledgebase]
by Jon JordanRally driving is dominated by one thing: four tires. Every spectacular corner, power slide, or windshield-cracking collision is determined by the complex interactions between those spinning...

Posted: 2009-12-07 00:00:00 by Vincent Scotto (Intel)
DiRT, game development, game physics, visual computing
Multi-threading Line-of-Sight Calculations to Improve Sensory System Performance in Game AI[Knowledgebase]
By Alex J. Champandard The implementation described in this article was based on a prototype by Jeremy Tryba and a mini-game by Radu Cristea. The code listings were heavily adapted to make sense on their...

Posted: 2009-12-21 00:00:00 by Cecilia Villalon (Intel)
ai, Artificial intelligence, game development, line of sight, sensory system, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Restless Entities Never Sleep: The Back End of Warhammer* Online: Age of Reckoning*[Knowledgebase]
By Lee Purcell Download PDF [ PDF 2.15MB] Late at night in unattended server rooms around the world, noiseless except for the soft whir of cooling fans, the peculiar entities that inhabit Warhammer®...

Posted: 2009-12-02 00:00:00 by Cecilia Villalon (Intel)
visual computing
Fluid Simulation for Video Games (part 5)[Knowledgebase]
Download PDF and Source Download Fluid Simulation for Video Games (part 5) [PDF 205KB]Download Fluid Simulation Source code (part 5) [651KB] Profiling and Optimization This article, the fifth in a...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, game development, vcsouce_product_vtunexe, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Bringing Enhanced Video to Audiences Everywhere[Knowledgebase]
Digital video is lighting up screens and capturing the imaginations of computer users everywhere, a trend that places unusually high demands on both computer platforms and software applications. The latest...

Posted: 2009-11-23 00:00:00 by Cecilia Villalon (Intel)
media sdk, video acceleration, visual computing
3D Modeling and Parallel Mesh Simplification[Knowledgebase]
By Christopher G. Healey Introduction 3D geometric models are common in computer graphics—for example, in computer games, scientific simulations, or architectural design. These models are usually built...

Posted: 2009-11-22 00:00:00 by Cecilia Villalon (Intel)
3d modeling, mesh simplification, paralllel mesh, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Intel® Media Software Development Kit (Intel® Media SDK)[Knowledgebase]
Q1: What did Intel announce?A1: At the Intel Developers Forum, Intel announced the availability of the Intel® Media Software Development Kit (SDK), a tool specifically designed for software developers...

Posted: 2010-02-11 00:00:00 by Vincent Scotto (Intel)
media, media sdk, visual computing
No Moving Parts: The Promise of Solid-State Drives[Knowledgebase]
Take away the moving parts, wrap the idea in silicon, polish until all rough edges are smooth, and suddenly you've got a new model for storage devices that topples previous performance, power efficiency,...

Posted: 2009-12-24 00:00:00 by Vincent Scotto (Intel)
solid state drives, SSD, visual computing
Optimizations for MSC.Software SimXpert* using Intel® Threading Building Blocks (Intel® TBB)[Knowledgebase]
Executive Summary MSC.Software SimXpert* is a fully integrated simulation environment for performing multidiscipline based analysis. It provides an interactive, graphical interface designed to facilitate...

Posted: 2010-01-26 00:00:00 by Bonnie Aona (Intel)
MSC, Multi-threading, optimization, TBB, vcsource_index, vcsource_product_tbb, vcsource_type_techarticle, visual computing
Parallelization of SMOKE Gaming Demo via Intel® Threading Building Blocks[Knowledgebase]
Abstract This paper describes the steps in the process of characterizing and optimizing the already parallel SMOKE Gaming Demo [1] using Intel's software suite of tools. Code characterization was done...

Posted: 2009-11-02 00:00:00 by Andrey Marochko (Intel)
building blocks, game development, scalability, software, TBB, threading, Threading Building Blocks, visual computing, Vtune
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 their...

Posted: 2009-11-20 00:00:00 by Cecilia Villalon (Intel)
animation, dreamworks, rendering, visual computing
Deferred Mode Image Processing Framework: Simple and efficient use of Intel® multi-core technology and many–core architectures with Intel® Integrated Performance Primitives[Knowledgebase]
Introduction In recent years, the resolution of image sensors has increased significantly, but image processing algorithms have not improved in efficiency. The bottleneck for nearly all image processing...

Posted: 2010-02-13 00:00:00 by Igor Belyakov (Intel)
DMIP, image processing, IPP, sobel edge detector, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Magix and the Intel(R) Corei7 Mobile Processor[Videos]
MAGIX's Movie Edit Pro users can experience the responsiveness of their application during the capture, editing, and final rendering phases of their digital creation.   Faster encoding of MPEG 2 and...

Posted: 2009-10-21 17:18:59
media, multimedia, video, Visual Adrenaline, visual computing
Maxon and the Intel(R) Core i7 Mobile Processor[Videos]
Maxon's Cinema 4D users can render while they continue working on a scene.  The reliability, stability, and faster viewport performance of a desktop workstation is now available in a mobile device...

Posted: 2009-10-21 15:54:01
3D graphics, animation, graphics, visual computing
Scaling Ambient Animations for Improved Game Experience[Knowledgebase]
By Mike Yi and Orion GranatirGame developers want to deliver the best experience possible for each player, but they also want a game that is fair to all players. A higher-performing machine for one player...

Posted: 2009-10-21 00:00:00 by Mike Yi (Intel)
game framework, horsepower, Multi-thread apps for Multi-Core, Smoke, Smoke Demo, visual computing
Using Pictures to Create Real World 3D Models[Videos]
This demo shows how photography can be used to create rich visual content including 3D objects as well as “mirror worlds,” environments that model buildings and other large structures in the real...

Posted: 2009-10-20 10:53:36
3d modeling, Ice, Immersive connected experience, virtual world, visual computing
Fluid Simulation for Video Games (part 4)[Knowledgebase]
Download PDF, Simulation Video, and Source Code Download Fluid Simulation for Video Games (part 4) [PDF 431KB]Video of three simulations (vortex ring, ball thru smoke, spinning ball) is available here...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, game development, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Windows 7 -- Intel and Microsoft Team Up and Deliver New Features[Videos]
Intel and Microsoft architects talk about the collaboration that delivered new consumer features in Windows 7: hyper-threading, better graphics, faster encryption, shorter boot / startup / shutdown times,...

Posted: 2009-10-02 16:08:55
game development, graphics, Microsoft, Visual Adrenaliine, visual computing, Windows 7
Behind the Scenes with Codemaster's Operation Flashpoint: Dragon Rising* [Videos]
Get the developer perspective and behind-the-scenes insights on the creation of Operation Flashpoint: Dragon Rising*. See how Havok Physics, Intel's VTUNE, and Intel's Graphics Performance Analyzers were...

Posted: 2009-10-01 16:36:26
game development, graphics, Graphics Perfomance Analyzer, vcsource_producttout_GPA, Visual Adrenaline, visual computing, Vtune
Corel and the Intel(R) Core i7 Mobile Processor[Videos]
Optimization of Corel software for the Intel® Core™ i7 for the laptop lets their users be more creative without the wait and enables them to share their media while on the road.

Posted: 2009-10-01 16:09:36
graphics, media, Mobile Devices, video, Visual Adrenaline, visual computing
Epic and the Intel(R) Core i7 Mobile Processor[Videos]
The power of Intel's Core i7 mobile processor and Epic's Unreal game engine empowers game developers to work on the go with their new mobile workstation. Developers can easily build multithreaded applications...

Posted: 2009-10-01 15:39:55
game development, game engine, graphics, Visual Adrenaline, visual computing
Adobe and Intel(R) Core i7 Mobile Processor[Videos]
Adobe digital content creation software, now with the performance of the Intel® Core™ i7 mobile processor, enables new workflows that were never before possible.   Render on the road,  render...

Posted: 2009-10-01 15:02:52
artist, artist tools, dcc, game development, graphics, Visual Adrenaline, visual computing
Cakewalk and the Intel(R) Core i7 Mobile Processor[Videos]
Cakewalk uses Intel® technology and the capabilities of the Intel® Core™ i7 mobile processor to enable musicians to create and innovate anytime, anywhere.

Posted: 2009-10-01 14:37:23
audio, media, Visual Adrenaline, visual computing
Wiener Filtering Using Intel® Advanced Vector Extensions[Knowledgebase]
1 IntroductionIntel® Advanced Vector Extensions (Intel® AVX) is a 256 bit instruction set extension to Intel® Streaming SIMD Extensions (Intel® SSE) and is designed for applications that are floating...

Posted: 2010-01-26 00:00:00 by Kit Chung (Intel)
AVX, image processing, least mean square filtering, Parallel Programing, Sandy Bridge, SSE, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, video processing, visual computing, wiener filtering
Image Processing Acceleration Techniques using Intel® Streaming SIMD Extensions and Intel® Advanced Vector Extensions[Knowledgebase]
Introduction Modern Intel processors features acceleration through the use of SIMD (Single Instruction Multiple Data) instructions that include a wide range of available Intel® Streaming SIMD Extensions...

Posted: 2010-01-26 00:00:00 by Petter Larsson (Intel)
AVX, compiler, image processing, media, SSE, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel® Media SDK: Fast and Simple Hardware Accelerated Video Encode/Decode Part 2[Videos]
  Join us for a deep dive into a new and easy way to make high performance video encode/decode accessible on all supported Intel platforms. This new powerful and flexible Intel® Media...

Posted: 2009-09-28 11:30:20
IDF, media sdk, Take Five Videos, tools, visual computing
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 5[Videos]
Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster...

Posted: 2009-09-28 10:57:57
IDF, Smoke Demo, Take Five Videos, visual computing
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 4[Videos]
Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster...

Posted: 2009-09-28 10:45:36
IDF, multi-core, Smoke Demo, Take Five Videos, visual computing
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 3 [Videos]
Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster...

Posted: 2009-09-28 10:26:52
multi-core, Smoke Demo, Take Five Videos, tools, visual computing
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 2[Videos]
Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster...

Posted: 2009-09-28 10:09:15
Smoke Demo, tools, visual computing
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 1[Videos]
Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster...

Posted: 2009-09-28 09:54:02
IDF, multi-core, Smoke Demo, Take Five Videos, tools, visual computing
Fluid Simulation for Video Games (part 3)[Knowledgebase]
By Dr. Michael J. Gourlay   Download PDF and Video Download Fluid Simulation for Video Games (part 3) [PDF 2.2MB]A video of three simulations (vortex ring, ball thru smoke, spinning ball) is...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_tbb, vcsource_type_techarticle, visual computing
Optimization of Image Processing Algorithms: A Case Study[Knowledgebase]
Abstract High quality image and video processing has become an important part in many professional and consumer applications. Unfortunately, it often comes with a high performance price. In such cases,...

Posted: 2009-09-22 00:00:00 by Guy Ben Haim (Intel)
halftoning, image processing, SSE, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_icc, vcsource_type_casestudy, visual computing
Visualizing Floats[Knowledgebase]
By Mick West Floating point numbers permeate almost every area of game programming. They are used to represent everything from position, velocity, and acceleration, to fuzzy AI variables, texture coordinates,...

Posted: 2009-09-22 00:00:00 by Sharon Greenfield (Intel)
vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing, разработка игр
Intel® Media Software Development Kit (SDK) Integration with Adobe* Premiere Pro*[Knowledgebase]
by Petter Larsson (Intel Corporation) Key Contributors: Viacheslav Korobycin, Eric Palmer (Intel Corporation) Download PDF Intel® Media Software Development Kit (SDK) Integration with Adobe* Premiere...

Posted: 2009-10-06 00:00:00 by Petter Larsson (Intel)
decoding, encoding, Intel(R) Media SDK, media sdk, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_msdk, vcsource_type_samplecode, vcsource_type_techarticle, video pre-processing, visual computing
The Whimsy Of Domain-Specific Languages[Knowledgebase]
By Mick West*GamasutraSeptember 3 2008[In this technical article, originally published in Game Developer magazine, Neversoft co-founder Mick West explores making your own mini-languages for games by making...

Posted: 2009-09-09 00:00:00 by Vincent Scotto (Intel)
domain specific language, DSL, game development, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
Using Intel® Streaming SIMD Extensions and Intel® Integrated Performance Primitives to Accelerate Algorithms[Knowledgebase]
By Sam Siewert Algorithm Acceleration Using Single Instruction Multiple Data Computing architecture can be described at the highest level using Flynn's architecture classification scheme as single instruction,...

Posted: 2009-12-20 00:00:00 by Vincent Scotto (Intel)
image processing, Intel IPP, Intel SSE, IPP, simd, vcsource_domain_media, vcsource_index, vcsource_os_linux, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_icc, vcsource_type_techarticle, visual computing
Copying Accelerated Video Decode Frame Buffers[Knowledgebase]
Abstract Using conventional copying methods can yield very poor performance when the source data is in "uncacheable" memory, as when video decode is being done with hardware acceleration, but an application...

Posted: 2009-09-08 00:00:00 by Tom Craver
frame copy, h.264, IIG, Intel Integrated Graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, video decode, visual computing
Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code[Knowledgebase]
By Mick WestWhite Paper provided in association with Gamasutra.com.Neversoft co-founder West presents a thought-provoking look at improving the believability of AI opponents in games by upping their use...

Posted: 2009-08-24 00:00:00 by Vincent Scotto (Intel)
ai, Artificial intelligence, intelligent mistakes, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Load Balancing Between Threads[Knowledgebase]
By Andrew BinstockUnequal workloads can often eliminate the performance benefit of parallel code. Avoid this performance killer by profiling your code and knowing how to load-balance your software.Unequal...

Posted: 2009-08-25 00:00:00 by Vincent Scotto (Intel)
Data decomposition, functional decomposition, load balancing, Multi-threading, visual computing, Vtune
Optimizing Without Breaking a Sweat[Knowledgebase]
How we optimized DreamWorks Animation's rendering, animation, and special effects applications without recompiling or relinking using LD_PRELOAD to call highly optimized functions provided by Intel® Thread...

Posted: 2009-10-29 00:00:00 by John O (Intel)
dreamworks, libimf, libm, malloc, memcpy, optimization, TBB, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_icc, vcsource_product_tbb, vcsource_product_vtunexe, vcsource_type_techarticle, visual computing, zlib
Delicious Data Baking[Knowledgebase]
By Noel LlopisGamasutraWhite Paper provided in association with Gamasutra.com.In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis looks...

Posted: 2009-08-19 00:00:00 by Vincent Scotto (Intel)
data baking, data conditioning, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Custom Tools: Environment Artists and Game Editors[Knowledgebase]
By Steve TheodoreGamasutraWhite Paper provided in association with Gamasutra.com. Custom Tools: Environment Artists and Game Editors In this art-centric article, originally published in Game Developer...

Posted: 2009-08-11 00:00:00 by Vincent Scotto (Intel)
game editor, visual computing
New Features in Intel® GPA 2.1[Videos]
Chris Cormack describes and demonstrates the new features of the Intel® GPA V2.1 tools. www.intel.com/software/GPA

Posted: 2009-07-27 10:46:28
GPA, visual computing
OpenGL Extensions Supported in Intel® 4 Series Express Chipsets and Beyond[Knowledgebase]
by Loc Q Nguyen & Murali Madhanagopal Introduction In this paper, Intel Graphics refers to the Intel® Graphics Media Accelerator (Intel® GMA) graphics core. Built into the chipset and integrated...

Posted: 2009-12-09 00:00:00 by Loc Nguyen (Intel)
GLSL, graphics, graphics developer, OpenGL, visual computing
Gas Powered Games Optimization of Demigod Using Intel® GPA[Videos]
Bart Kijanka, VP of Engineering at Gas Powered Games discusses their use of Intel® GPA to analyze and optimize the graphics performance of Demigod with up to a 30% performance boost.  For more information...

Posted: 2009-07-21 15:37:02
Bart Kijanka, Demigod, Gas Powered Games, GPA, graphics, graphics performance analyzer, Intel Software Network, ISN, Visual Adrenaline, visual computing
Fluid Simulation for Video Games (part 2)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article Download Fluid Simulation for Video Games (Part 2) [PDF 1MB] Fluid Simulation Techniques As explained in the previous article, non-linear partial differential...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Optimizing Parallel Data Transformation[Knowledgebase]
by Andrew BinstockVisualization software relies substantially on the ability to process large amounts of data in parallel. Complex parallel processing, however, can be difficult to do efficiently using...

Posted: 2009-07-21 00:00:00 by Cecilia Villalon (Intel)
Data decomposition, dataflow, map reduce, Multi-threading, visual computing
Designing Artificial Intelligence for Games (part 3)[Knowledgebase]
By Donald Kehoe Tactical and Strategic AI When last we left out heroes (intelligent agents, or IAs), they had just been given the ability to see what is around them and to figure out where they are going....

Posted: 2009-07-21 00:00:00 by Cecilia Villalon (Intel)
ai, Artificial intelligence, artificial intelligence engine, Multi-threading, path finding, strategic AI, tactical AI, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
A Step by Step Guide to Installing Smoke[Videos]
Omar Rodriguez takes you through the step by step process of installing Smoke on your computer. You can download the source code for Smoke Here: http://software.intel.com/en-us/articles/smoke-game-technology-demo/...

Posted: 2009-07-08 15:16:20
graphics, intel, Intel Software Network, Omar Rodriguez, Smoke, Smoke Demo, source code, tools, visual computing
Optimizing Direct X for Multicore - Intro to series[Videos]
Intel Applications Engineer, Leigh Davies, gives a summary of his session, Optimizing Direct X for Multicore, from the Game Developers Conference. How to optimize for graphics using the CPUs and GPUs?...

Posted: 2008-04-03 23:19:57
DirectX, DirectX optimizations, multicore, scalability, visual computing
Fluid Simulation for Video Games (part 1)[Knowledgebase]
By Dr. Michael J. Gourlay Download Article Download Fluid Simulation for Video Games (Part 1) [PDF 1.2MB] Introduction to Fluid Dynamics Video games appeal to our desire to explore and interact with...

Posted: 2010-02-09 00:00:00 by Dr. Michael J. Gourlay
computational fluid dynamic, fluid dynamics, fluid simulation, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Debugging Threaded Applications[Knowledgebase]
Parallel programming has a reputation for being difficult due to the complexity imposed by the threading dimension. While this view is accurate in part, diligence in designing thread interactions and knowledge...

Posted: 2009-07-07 00:00:00 by Vincent Scotto (Intel)
Data Race, data races, Deadlock, Intel Thread Checker, live lock, livelock, Parallel Programming, threading, visual computing
Mobile Gaming: Crytek's Crysis Threaded for Notebooks [Videos]
Jeff Laflam, Intel Applications Engineer shows Crytek's Crysis running on high-end notebooks. Mobile gaming developers can now take advantage of multithreading, battery monitoring and enhanced wireless...

Posted: 2008-04-03 23:59:39
battery monitoring, Crysis, Crytek, Multithreading, visual computing
Mobile Gaming - A New Way to Play Multi-User Games[Videos]
Scott Crabtree, Intel Software Network Blogger, and engineering manager, shows a new way to play mobile video games, which he calls "Carry Small, Game Large". Take a look, imagine new ways to play multi-player...

Posted: 2008-04-03 23:56:01
Mobility, multiplayer game, visual computing
Luxology Modo 302 Demo at GDC 2008[Videos]
Immanuel Martin, Luxology Sales Director, shows Luxology's MODO 302 an integrated graphics modeling tools for developers with features including sub-divisional surfaces, 3D Paint, mesh-based sculpting,...

Posted: 2008-04-03 23:32:00
collada, game development, integrated graphics modeling, Luxology, MODO 302, visual computing
Intel Partner Maxon Gives a Demonstration Using Collada at SIGGRAPH[Videos]
Kai Pedersen, Tech Support Manager for Maxon, gives Take Five Videos a look at how Collada is used in the production pipeline. For more information on Collada visit: www.collada.org

Posted: 2008-08-18 01:58:04
collada, production pipeline, visual computing
Intel Game Demo Contest 2007[Videos]
The Game Demo Contest 2007 had two categories - Best Threaded Game and Best Game on the Go. The entries received covered various genres of games including first person shooters, arcade, strategy/tactical....

Posted: 2008-02-26 22:53:53
Game Demo Contest 2007, game development, threading, visual computing
Houdini 9.5 In the Intel SIGGRAPH booth[Videos]
Joe Micallef, Side Effects Software, talks about Houdini 9.5 at the Intel Booth at SIGGRAPH

Posted: 2008-08-18 01:36:03
Houdini 9.5, siggraph, visual computing
Hellgate London on Intel Integrated Graphics Card[Videos]
Raymond Paik, Applications Engineer with Intel's Virtual Computing Group shows Hellgate London running on the next generation (pre-release) Intelr Integrated Graphics Card and shows some of the benefits...

Posted: 2008-04-03 23:54:19
Hellgate London, Integrated Graphics, multicore, threading, visual computing
Getting the Most for your Games with Intel Integrated Graphics[Videos]
Scott Brown, President of NetDevil talked to us at the Game Developers Conference about how his products have taken advantage of performance analysis tools and coding for the Intel Integrated Graphics...

Posted: 2008-04-03 23:44:37
game development, gdc, Integrated Graphics, Scott Brown, visual computing
Computer Vision Accelerator[Videos]
As video cameras are integrated into more and more devices from laptops to phones, computer vision capabilities have become increasingly attractive to enable applications such as gesture-based user interfaces...

Posted: 2009-07-01 12:48:09
research, Research @ Intel Days, Research At Intel Days, Tony Chun, Vision Accelerator, visual computing
Real-Time Ray Tracing at Research @ Intel Days[Videos]
With the emering power of upcoming many-core architectures real-time ray tracing comes closer and closer to the desktop. In this research demo "Quake Wars: Ray Traced" Intel Research Scientist, Daniel...

Posted: 2009-06-29 11:32:10
Daniel Pohl, ray tracing, research, Research @ Intel Days, Take Five Videos, visual computing
Gaming on the Go[Videos]
Ad Hoc gaming is the wave of the future. Here Jeff Freeman, Intel Applications Engineer, shows Ad Hoc gaming capabilities - where professional and serious gamers can synch up w/nearby players - finding...

Posted: 2008-04-03 23:58:13
ad hoc gaming, mobile platform SDK, visual computing
Game Creators: Threading for Games [Videos]
Lee Bamber, CEO of Game Creators, talks about the performance gains they made through threading their game around enabling artificial intelligence, accelerated line mapping, and video capture. All Game...

Posted: 2008-03-06 16:45:51
accelerated line mapping, Artificial intelligence, game development, threading, visual computing
Dr. Remi Arnaud discusses the Collada Plugfest Event[Videos]
In this video Dr. Remi Arnaud discusses what Collada's Plugfest event is used for and how the event can be a great means of making Collada a better tool for game, and visual computing developers.

Posted: 2008-08-18 00:54:45
collaboration tools, collada, remi arnaud, siggraph, visual computing
Developer Viewpoint - Far Cry 2 and Intel® Core i7[Videos]
Dominique Guay, Technical Director for Far Cry 2,  shares his experience working with a team of programmers, artists, and animators in developing this game. He talks about the development goals how his...

Posted: 2008-12-04 11:59:58
Core i7, Dominic Guay, game development, multicore, Parallel Programming, visual computing
Demo of the Thread Profiler and Threading Building Blocks [Videos]
Gary Carleton, Intel Senior Software Engineer, shows how the Intel Thread Profiler and the Thread Building Blocks assist software developers in creating parallel applications by showing core utilizations,...

Posted: 2008-04-03 23:29:23
core utilization, Intel Thread Profiler, thread lock, thread release, thread timelines, tools, visual computing
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 can...

Posted: 2008-04-03 23:36:41
3D interoperatibility, animator, artist, collada, digital content creation, exchange asset aggregator, visual computing
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.com...

Posted: 2008-08-18 01:23:21
3D rendering, Bunkspeed, siggraph, texture map, visual computing
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.com...

Posted: 2008-08-18 01:15:56
3D rendering, Bunkspeed, siggraph, texture map, visual computing
Brief overview of technologies used in Intel’s Smoke Demo[Videos]
Orion Granatir, Brad Werth, and Omar Rodriguez discuss some of the technologies used in Intel’s Smoke demo. This demo was built to showcase one way to create a highly threaded game. This video examines...

Posted: 2008-12-04 08:55:26
game development, havok, orion granatir, Smoke, threading, visual computing
Ascaron's Sacred 2: Fallen Angel on Intel Centrino2r processor technology[Videos]
German Gaming Company Ascasron talks about the game "Sacred 2, Fallen Angel" and how it works with IntelCentrino2r processor technology . Ascaron also : Talks about Ad-hoc mobile features & Mobile...

Posted: 2008-07-24 21:36:44
ad-hoc gaming, Centrino 2, Fallen Angel: Sacred 2, game development, load time, Mobile Gaming, normal map, speed, visual computing
Ambient Designs Presentation of Art Rage 2.5 at SIGGRAPH Part 2[Videos]
Ambient Design Director of Business Development, Uwe Maurer, gives a presentation on Art Rage 2.5 in the Intel Theater at SIGGRAPH

Posted: 2008-08-18 03:30:41
Art Rage, artist, scalability, siggraph, tool, Uwe Maurer, visual computing
Ambient Designs Presentation of Art Rage 2.5 at SIGGRAPH Part 1[Videos]
Ambient Design Director of Business Development, Uwe Maurer, gives a presentation on Art Rage 2.5 in the Intel Theater at SIGGRAPH

Posted: 2008-08-18 03:24:33
Art Rage, artist, scalability, siggraph, Uwe Maurer, visual computing
Meet Arti Gupta of Intel Software Network[Videos]
Meet Arti Gupta, community manager for Games Development on the Intel Software Network team. She joined Intel in 1998 and in her 10 year tenure has worked on a variety of software engineering projects...

Posted: 2009-06-23 12:27:59
game development, ISN, ISN TV, visual computing
Intel Software Network - Meet the Team[Videos]
Meet the team who has brought you the Intel Software Network (intel.com/software). This is the first in a series of videos that will introduce many of the folks who are behind building a community of...

Posted: 2009-06-23 11:54:14
behind the scenes, graphics, intel, intel software, Intel Software Network, ISN, multicore, parallel computing, software developer, visual computing
3D Integration Using After Effects, CS3, and Cinema 4D Part 3[Videos]
Adobe Systems Senior Systems Engineer, Stephen Whatley gives a demonstration of using 3D elements in After Effects, and other Adobe post-production programs at the Intel SIGGRAPH Booth. For more details...

Posted: 2008-08-18 03:12:13
Adobe, After Effects, global illumination, visual computing, visual effects
3D Integration Using After Effects, CS3, and Cinema 4D Part 2[Videos]
Adobe Systems Senior Systems Engineer, Stephen Whatley gives a demonstration of using 3D elements in After Effects, and other Adobe post-production programs at the Intel SIGGRAPH Booth. For more details...

Posted: 2008-08-18 02:58:44
Adobe, After Effects, global illumination, visual computing, visual effects
Overview of Intel’s Graphics Performance Analyzers Suite: System Analyzer and Frame Analyzer 2.0 Part 2[Videos]
GPA consists of two main tools - System Analyzer and Frame Analyzer.  In this video, Chris Cormack walks through key features and basic usage of both tools. To find out more visit the Intel® Graphics...

Posted: 2009-06-22 16:01:41
Chris Cormack, Frame Analyzer, GPA, Intel Graphics Performance Analyzer, System Analyzer, tools, visual computing
Overview of Intel’s Graphics Performance Analyzers Suite: System Analyzer and Frame Analyzer 2.0 Part 1[Videos]
GPA consists of two main tools - System Analyzer and Frame Analyzer.  In this video, Chris Cormack walks through key features and basic usage of both tools. To find out more visit the Intel® Graphics...

Posted: 2009-06-22 15:13:37
Chris Cormack, Frame Analyzer, graphics, Graphics Perfomance Analyzer, Graphics Performance Analyzer Suite, tools, visual computing
Understanding Memory Access Characteristics of Motion Estimation Algorithms[Knowledgebase]
Introduction By Alex A. Lopez-EstradaApplications Engineer, Intel Software and Solutions GroupToday, processor computing power makes real-time video encoding and decoding using General Purpose Processors...

Posted: 2009-06-20 00:00:00 by Sharon Greenfield (Intel)
coding, threading, vcsource_domain_media, vcsource_index, vcsource_platform_desktoplaptop, vcsource_platform_windows, vcsource_type_techarticle, video encoding, visual computing
Tools and Tips for Debugging Issues on Intel® 3000 and X3000 Series Integrated Graphics[Knowledgebase]
Trying to debug issues on Intel® Integrated Graphics can be simple provided you understand some very fundamental principles and some of the tools available to the software development community. All...

Posted: 2009-06-20 00:00:00 by Chuck V. DeSylva
Integrated Graphics, 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 manipulations...

Posted: 2009-06-18 00:00:00 by Sharon Greenfield (Intel)
physics, visual computing
Optimizing Vertex Linear Interpolation with Intel® Pentium® III and Pentium® 4 Processors[Knowledgebase]
Introduction Increasing processor speeds have led to the introduction of more complex algorithms that provide games with a more dynamic player environment, resulting in a decline in the use of vertex...

Posted: 2009-06-18 00:00:00 by Sharon Greenfield (Intel)
game development, 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 00:00:00 by Gunjan Rawal (Intel)
havok, physics, visual computing
Intel® Digital Media Software Enabling Kit v2.1[Knowledgebase]
The Intel® Digital Media Software Enabling Kit v2.1 enables you to debug, test, and validate your networked digital media applications and devices. The following tools are offered as part of this release: Digital...

Posted: 2009-06-18 00:00:00 by Linda Swink (Intel)
digital content creation, media sdk, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, visual computing
3D Graphics Optimizations for ARM Architecture[Knowledgebase]
Introduction Embedded and handheld computing devices are rapidly becoming ubiquitous. They are evolving in usage, performance and features and are becoming capable of supporting 3D graphics. The computational...

Posted: 2009-06-16 00:00:00 by Sharon Greenfield (Intel)
game development, 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 these...

Posted: 2009-06-17 00:00:00 by Lora Woodruff (Intel)
Pixel Shader, rendering, visual computing, volumetric particle rendering
Designing Artificial Intelligence for Games (part 2)[Knowledgebase]
Perceptions and Path Finding In the last article (part 1), I discussed ways to govern the basic decisions that an intelligent agent-as artificial intelligence (AI) research refers to entities that use...

Posted: 2009-06-17 00:00:00 by Vincent Scotto (Intel)
ai, Artificial intelligence, artificial intelligence engine, multi-core, Multi-threading, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel Software Network TV![Videos]
Introducing Intel® Software Network TV, our new interactive TV channel on the web. You can watch live as well as on-demand shows 24/7, see live special event coverage, and take a peek ‘behind the scenes.'...

Posted: 2009-06-08 17:01:18
Aaron Tersteeg, Ajay Mungara, Arti Gupta, Clay Breshears, community, concurrency, Gael Holmes, graphics, Intel Software Network, Intel Software Network TV, Jerry Makare, Josh Bancroft, Manageability, Manageability Talk, ParallelProgrammingTalk, Paul Steinberg, Streaming Videos, Teach Parallel!, Videos, visual computing, visualize this
Intel Software Network TV Goes Live June 9th[Knowledgebase]
Social Media Release: Intel® Software Network TV - Live, Interactive TV for Developers - Launches June 9, 2009. On June 9, Intel® Software Network TV, a new 24/7 live, interactive TV channel for software...

Posted: 2009-06-09 00:00:00 by Gunjan Rawal (Intel)
Academic, Academic Community, Code, community, developer, graphics, ISNTV, Manageability, mobile, Moblin, Parallel Programming, Parallel Programming & Multi-Core, podcast, shows, Social Media, software, tv, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_news, video, visual computing
Multi-Threaded Fluid Simulation for Games[Knowledgebase]
Introduction Along with mentioning a strange rash, a sure way to kill a conversation is to bring up the topic of Computational Fluid Dynamics (CFD). But for those who wish to create fantastic-looking...

Posted: 2009-06-05 00:00:00 by Quentin Froemke (Intel)
CFD, computational fluid dynamic, Kaboom, Multi-threading, visual computing
Rasterization on Larrabee[Knowledgebase]
By Michael Abrash You don't tug on Superman's capeYou don't spit into the windYou don't pull the mask off that old Lone RangerAnd you don't mess around with Jim The first time you heard the chorus of...

Posted: 2009-06-03 00:00:00 by JERRY BAUGH (Intel)
larrabee, larrabee new instructions, LRBni, rasterization, visual computing
An Overview of How to Accurately Model Procedurally Spreading Fire[Knowledgebase]
The Smoke demo, which highlights the scalability of a multi-threaded game engine architecture, includes a novel approach for creating procedural fire. As part of a farmhouse scene, complete with AI-controlled...

Posted: 2009-06-08 00:00:00 by Hugh Smith (Intel)
game development, havok, procedural fire, Smoke Demo, visual computing, visual effects
Designing Artificial Intelligence for Games (Part 1)[Knowledgebase]
By Donald Kehoe Over the course of the last few decades, the gaming industry has seen great strides. Beginning with simple games like Pong* and Pac-Man* which offered players a short escape from reality...

Posted: 2009-06-20 00:00:00 by Cecilia Villalon (Intel)
ai, Artificial intelligence, artificial intelligence engine, game development, multi-core, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Rüdiger Westermann interviewed by Matt Pharr[Videos]
Matt Pharr a Lead Graphics Architect from the Intel Advanced Rendering Technology Group interviews Rüdiger Westermann the Head of the Computer Graphics and Visualization Group at the Technische Universität...

Posted: 2009-05-27 01:27:11
education, graphics, Multi-Core Programming, 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 other...

Posted: 2009-06-19 00:00:00 by Brad Werth (Intel)
game development, NURBS, physics, soft body characters, soft body physics, soft-body characters, soft-body physics, texture map, visual computing
Optimizing Asset Processing[Knowledgebase]
By Mick West[In an in-depth technical article, Neversoft co-founder Mick West discusses performance concerns when optimizing asset processing for games, including the basic nature of the common problems...

Posted: 2009-06-20 00:00:00 by Vincent Scotto (Intel)
game asset optimization, game development, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
H.264/AVC Benefitts and Useage[Videos]
H.264/AVC is becoming an integral part of the video usage models in a wide variety of applications.  This video describes many of the benefits and usage models of H.264/AVC.

Posted: 2009-05-22 14:17:58
AVC, h.264, Intel Software Network, Satish Ramanathan, Take Five Videos, Useage Models, visual computing
H.264/AVC Hardware Architecture Features[Videos]
The Intel® G45 Express chipset provides smooth playback of HD digital content on a PC.  This video describes a few key hardware details of Intel's implementation of H.264/AVC on the G45 Express chipset.

Posted: 2009-05-22 14:09:00
AVC, G45 Chipset, h.264, Intel Software Network, Mark Biersack, Take Five Videos, visual computing
Software Implementation of H.264/AVC [Videos]
Integrated graphics chipsets continue to grow in overall market importance.  This video describes a few key software implementation details gleaned from the implementation of H.264/AVC in the video playback...

Posted: 2009-05-22 13:57:53
AVC, Erci Sardella, h.264, H.264/AVC Imnplementation, Integrated Graphics, Intel Software Network, Take Five Videos, visual computing
The Advantages of H.264/AVC[Videos]
Integrated graphics chipsets continue to grow in overall market importance.  This video describes the performance and power advantages of Intel's implementation of H.264/AVC.  Go here for a paper on...

Posted: 2009-05-22 13:38:40
AVC, Craig Hurst, Decode, h.264, Take Five Videos, 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 those...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique, animator, digital content creation, inverse kinematics, rendering, 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 through...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation, 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, animator, character rig, digital content creation, feature character, game character, handling eyelashes, morph target, polygon, visual computing
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 Seeing...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation, animation;, animator, artist, believable eyes, character rig, character setup, digital content creation, iris, lattice, modeling eyes, polygon, pupil, visual computing, wire deformer, wire tool
Havok's Destruction and Cloth Demos at GDC 2009[Videos]
Chris Keogh of Havok shows the new Cloth and Destruction demos at the Intel Booth at GDC 2009 in San Francisco. Vist the Havok site to learn more about the Cloth Demo and the Destruction Demo. You can...

Posted: 2009-05-20 14:43:00
Behaviors, game developers conference, GDC 2009, havok, Havok Cloth, Havok Destruction, tools, Visual Adrenaline, visual computing
Interview with Dr. Joachim Georgii [Videos]
Dr. Joachim Georgii from Technische Universität München's Institute for Computer Science, talks about his reasearch in data simulation and rendering and how he uses parallelisation in his work.

Posted: 2009-05-20 05:09:26
parallelisation, visual computing
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 computational...

Posted: 2009-06-19 00:00:00 by Vincent Scotto (Intel)
Game programming, normal map, rendering, shallow wave simulation, texture map, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing, wave simulation
How Università Ca’ Foscari teaches multi-core programming [Videos]
Giuseppe Maggiore- assistant Professor at Università Ca’ Foscari shares how multi-core programming is taught at his establishment. Filmed at Eurographics 2009.

Posted: 2009-05-19 08:18:09
Multi-Core Programming, visual computing
Ray Tracing Demo explained[Videos]


Posted: 2009-05-19 07:50:58
Ray Tracing Demo, visual computing
Intel Visual Computing Institute [Videos]
Justin Rattner, CTO, VP, and Senior Fellow at Intel Corporation, talks about the announcement of the Intel Visual Computing Institute at Saarland University. In addition, Justin discusses future visual...

Posted: 2009-05-12 12:31:19
intel, Intel Software Network, Justin Rattner, larrabee, Take Five Videos, visual computing, Visual Computing Institute
Unlocking the Potential of Graphics Processing: Technology Transfer at Its Finest[Knowledgebase]
An Interview with Intel's Randi Rost by Chryste SullivanHow do technology ideas propagate through the world at large and somehow become real? What does it take to capture the imaginations and talents of...

Posted: 2009-06-20 00:00:00 by Vincent Scotto (Intel)
game development, graphics, ray tracing, vcsource_domain_graphics, vcsource_index, vcsource_type_news, visual computing
2 joint knee setup[Knowledgebase]
  Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee (sometimes referred to as 2-bone knee) setup can help you cut...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
2-bone knee, animation, character rig, character setup, feature character, game character, how to animate, IK, IK handle, inverse kinematics, simple 2-joint knee, 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 the...

Posted: 2009-06-18 00:00:00 by Vincent Scotto (Intel)
game development, Multi-thread apps for Multi-Core, physics, Sandy Bridge, simd, SSE, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_icc, vcsource_type_techarticle, 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 needs...

Posted: 2009-06-20 00:00:00 by Orion Granatir (Intel)
Artificial intelligence, Design, How to thread?, multi-core, Multi-thread apps for Multi-Core, physics, Smoke, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, 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 improve. By...

Posted: 2009-11-05 00:00:00 by Cecilia Villalon (Intel)
data decompostion, game development, larrabee, physics, Smoke, visual computing
Intel Software Network at SIGGRAPH 2009[Knowledgebase]
The Evolution of Visual Adrenaline Continues Come see us at SIGGRAPH 2009 in New Orleans, August 3-7!  You can also follow us on Twitter or join us on Facebook for the latest updates...

Posted: 2009-08-16 00:00:00 by Gina Bovara (Intel)
animation, conferences, graphics, siggraph, visual computing
Performance Scaling with Cores[Knowledgebase]
Introducing the SMOKE Framework and Demo by Orion Granatir & Ryan Shrout After processor technology im provement s slowed with the gigahertz race in 2004, a new era in consumer computing emerged with...

Posted: 2009-06-19 00:00:00 by Orion Granatir (Intel)
game development, havok, physics, Smoke, visual computing
Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets[Knowledgebase]
Introduction The Intel® G45/GM45 Express Chipsets includes the next-generation Intel® Graphics Media Accelerator X4500HD with built-in support for full 1080p high definition video playback, including...

Posted: 2009-09-08 00:00:00 by Eric Sardella (Intel)
AVC, DirectX, h.264, Integrated Graphics, video acceleration, 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 industry...

Posted: 2009-04-15 02:02:46
animator, Eurographics, intel, ray tracing, Smoke Demo, visual computing
visual enhancement[Forums]
how will the visual quality enhance with the usage of multi threading and multi cores?

Posted: 2009-04-15 00:51:45
quality enhancement, 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 team,...

Posted: 2009-04-14 16:18:37
animator, artist, collada, digital content creation, Game Developer Conference, gaming, gdc, Project Offset, remi arnaud, Visual Adrenaline, visual computing
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 game...

Posted: 2009-04-14 14:59:52
animator, artist, Domain of Heroes, Fernando Baz, Game Developer Conference, game development, gdc, Intel Software Network, Intel Software Partner Program, ISPP, Take Five Videos, Tandem Games, visual computing
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 Visual...

Posted: 2009-04-06 15:08:51
animator, artist, Autodesk, Autodesk Maya, digital content creation, Game Developer Conference, gdc, Intel Software Network, Maya 2009, Motion Builder 2009, Take Five Videos, Visual Adrenaline, visual computing
Umbra's Occlusion Booster at intel's GDC 2009 Booth[Videos]
Teppo Soininen, Umbra Software Developer Relations, gives demonstration of Umbra's Occlusion Booster in the Intel booth at GDC 2009For more information on Umbra visit: www.umbrasoftware.com For more information...

Posted: 2009-04-06 13:35:14
Game Developer Conference, gdc, Intel Software Network, Occlusion Boosting, Take Five Videos, Teppo Soininen, Umbra, Visual Adrenaline, 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 compress...

Posted: 2009-04-03 16:38:21
Allegorithmics, animator, blendshape, game developers conference, gdc, Intel Software Network, normal map, specular map, Substance, Take Five Videos, texture map, Visual Adrenaliine, visual computing
Intel Software Partner Program Member: Side Effects Software[Videos]
Jeff Lait, Side Effects Software Senior Mathematician, talks about Side Effects Softwares products, and how being a member of the Intel Software Partner Program has benefited his company as they optimize...

Posted: 2009-04-03 15:15:50
Game Developer Conference, gdc, houdini, Intel Software Partner Program, Jeff Lait, partner, Side Effects Software, visual computing
Intel Integrated Graphics at GDC 2009[Videos]
Ray Paik, Intel Marketing Manager, discusses Intel's Integrated Graphics at the Game Developers Conference 2009 in San Francisco. The Intel Integrated Graphic demo at the show used Activision's new "Monsters...

Posted: 2009-04-02 11:49:28
Activision, Core i7, Empire: Total War, Game Developer Conference, gdc, Intel Integrated Graphics, Monsters vs. Aliens, optimization, Ray Paik, Sega, visual computing
A Chat with Justin Lassen at GDC[Videos]
Justin Lassen is Composer, Producer, and Remixer of music for film and video games. Take Five Videos caught up with Justin at GDC 2009 in San Francisco, and had a brief chat with him about his work. To...

Posted: 2009-04-02 11:34:00
artist, audio, audio artist, Game Developer Conference, game development, gdc, Intel Software Network, Intel Software Partner Program, Justin Lassen, Take Five Videos, visual computing
Intel Lounge Chalk Talk: Proceduralism Part 1[Videos]
Jeff Lait, Side Effects Software Senior Mathematician, discusses proceduralism during his Intel Lounge chalk talk at the Game Developers Conference 2009. Part 1 of 2For more information on visual computing...

Posted: 2009-04-01 13:13:16
gdc, graphics, intel, Jeff Lait, Procedurlaism, Software Network, Take Five Videos, visual computing
GDC Session Overview: SIMD Programming on Larrabee[Videos]
This video is a brief overview of Tom Forsyth's session from GDC about Larrabee. Larrabee is Intel's revolutionary approach to take the current evolving programmability of the GPGPU to its logical end....

Posted: 2009-04-01 11:40:34
game developers conference, gdc, intel, Intel Software Network, larrabee, Take Five Videos, tom forsyth, visual computing
Threaded AI For the Win![Videos]
This video is an overview of the session Orion Granatir presented a session at GDC 2009. Threading AI is easier than you think! We will examine how AI can be threaded and live in a highly parallel environment....

Posted: 2009-04-01 11:24:04
ai, Game Developer Conference, gdc, Intel Software Network, orion granatir, Smoke, Take Five Videos, threading, 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 leading...

Posted: 2009-03-31 18:00:27
animator, artist, Autodesk, Autodesk 3ds Max, graphics, intel, manycore, multicore, Nehalem, Visual Adrenaline, visual computing, Vtune, xeon, xeon 5500 series
Procedural and Multi-core Techniques to Take Visuals to the Next Level[Videos]
In this session Ed Plowman explored how Allegorithmic utilizes multi-core architectures in the Substance tools and middleware space to deliver unseen texture qualities and new production and rendering...

Posted: 2009-03-31 16:30:14
ed plowman, game developers conference, gdc, Intel Software Network, Intel Software Partner Program, multi-core, Take Five Videos, visual computing
Optimizing Game Architecture with Intel Threading Building Blocks[Videos]
Brad Werth, Intel Senior Software Engineer, Spoke to game developers at GDC 2009 about how the cross-platform threading library, Intel Threading Building Blocks, can enhance the performance of your game....

Posted: 2009-03-31 16:01:51
brad werth, game developers conference, game development, gdc, intel, Intel Software Network, Intel Tools, Take Five Videos, TBB, Threading Building Blocks, visual computing
GDC Session Overview: Intel's New Graphics Performance Analyzers[Videos]
Aaron Davies, Intel Marketing Manager, presented a session at GDC about the new graphics tools just released by Intel. In this video he gives an overview of his presentation. You can get more information...

Posted: 2009-03-31 15:31:13
aaron davies, game developers conference, gdc, GPA, Graphics Performance Analyzer Suite, graphics performance analyzers, intel, Intel Tools, Take Five Videos, visual computing
Case Study: Digital Cinema Speeds to the Next Level of Multi-Core Performance with Intel® Core™ i7 processor[Knowledgebase]
Real Image Media Technologies* aimed to significantly boost the performance of QubeMaster Xpress* with the deployment of an Intel® CoreTM i7 processor based PC with Hyper-Threading technology1 (HT technology)   About...

Posted: 2009-06-18 00:00:00 by Preethi Raj (Intel)
Core i7, Core i7 Case study, digital content creation, India Case Study, multimedia, real image case study, visual computing
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: 2010-01-11 00:00:00 by bader
larrabee, physics, visual computing
Optimized CPU-based Skinning for 3D Games[Knowledgebase]
Intel Engineers are no longer directly supporting or updating this sample. Please check on our forums for community support.Overview by Leigh DaviesLifelike 3D character models play an increasingly...

Posted: 2010-02-19 00:00:00 by Leigh Davies (Intel)
game development, texture map, visual computing
Meteor Behind the Scenes[Videos]


Posted: 2009-03-26 10:28:39
blendshape, bump map, global illumination, Project Offset, ray tracing, visual computing, visual effects
Meteor[Videos]


Posted: 2009-03-26 10:22:14
blendshape, bump map, global illumination, Project Offset, ray tracing, visual computing, visual effects
Destruction[Videos]


Posted: 2009-03-26 10:17:56
animator, artist, Project Offset, visual computing
Creating Complex[Videos]


Posted: 2009-03-26 10:14:51
animator, artist, Project Offset, visual computing
Blockout Elevator[Videos]


Posted: 2009-03-25 18:24:48
animator, artist, Project Offset, visual computing
Collada-Collboration[Videos]


Posted: 2009-03-25 18:16:21
animator, artist, Project Offset, visual computing
GDC'09 Prefab Teaser[Videos]
GDC'09 Prefab Teaser

Posted: 2009-03-24 10:33:35
game developers conference, game development, gdc, Project Offset, visual computing
GDC Threading Tutorial – Lab 5 Part 2[Videos]
This is the final video which will find (and fix) memory leaks and data races with Parallel Inspector.  Follow along and try out Parallel Inspector on the provided code base.  Source download for the GDC...

Posted: 2009-03-24 01:55:44
awesomeness, concurrent code, game development, gdc, intel, multi core, parallel, parallel amplifier, parallel studio, Take Five Videos, threading, visual computing
GDC Threading Tutorial – Lab 4 Part 2[Videos]
This video examines how to hook multiple threaded systems together (e.g. input, AI, physics).  Follow along with the video and see how the data flows without bottlenecking systems.  Source download for...

Posted: 2009-03-24 00:20:54
awesomeness, concurrent code, game development, gdc, intel, multi core, paralleism, parallel amplifier, parallel studio, Take Five Videos, threading, visual computing
GDC Threading Tutorial – Lab 3[Videos]
This video looks at an AI system and how it can take advantage of the threading framework outlined in Lecture 2.  Follow along and you will spread out its load across available CPU cores.  The lab will...

Posted: 2009-03-23 23:22:32
awesomeness, concurrent code, game development, intel, multicore, parallel, parallel amplifier, parallel studio, Smoke, Take Five Videos, thread, threading, visual computing
GDC Threading Tutorial – Lab 1[Videos]
This video examines how Parallel Amplifier can find hotspots and concurrent (or not) parts of your code.  Follow along and try out Parallel Amplifier on the provided code base.  Source download for the entire...

Posted: 2009-03-23 21:42:07
awesomeness, concurrent code, game development, gdc, intel, parallel, parallel amplifier, parallel studio, Smoke, Take Five Videos, threading, visual computing
Game Developers speak out on the new Intel® Core™2 Extreme Mobile Processor[Videos]
Top game developers -- id, Capcom, and Pandemic - talk about this new processor and how it vastly improves game play and developer productivity. See them preview Enemy Territory: Quake Wars, Bionic Commando,...

Posted: 2008-09-05 22:25:14
core 2 extreme, framerate, game development, threading, visual computing
Project Offset GDC 2006[Videos]
Release of video at GDC (Game Developers Conference) 2006

Posted: 2009-03-18 14:17:20
animator, artist, gdc, motion blur, Project Offset, rendering, soft shadow, visual computing
Intel® Visual Adrenaline Registration Complete[Knowledgebase]
Thanks for your registration for Visual Adrenaline membership.  Your membership gives you access to the Intel® Graphics Performance Analyzer Download and the rest of the Intel® Software Network...

Posted: 2009-06-20 00:00:00 by Kevin Pirkl (Intel)
visual computing
Overview of Intel’s Graphics Performance Analyzers Suite: System Analyzer and Frame Analyzer[Videos]
GPA consists of two main tools – System Analyzer and Frame Analyzer.  In this video, Chris Cormack walks through key features and basic usage of both tools. To find out more visit the Intel® Graphics...

Posted: 2009-03-18 12:39:29
Demigod, game developers conference, gdc, GPA, graphics, Graphics Performance Analyzer Suite, Integrated Graphics, intel, Take Five Videos, visual computing
Intel GPA: Capturing Mass Market Graphics Performance[Videos]
Integrated graphics chipsets continue to grow in overall market importance for gaming vendors.  Intel’s Graphics Performance Analyzer (GPA) is a DirectX-based tool that helps game developers evaluate...

Posted: 2009-03-18 12:08:36
game developers conference, gdc, GPA, Graphics Perfomance Analyzer, Integrated Graphics, intel, Take Five Videos, 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 00:00:00 by Cecilia Villalon (Intel)
havok, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_havokphy, vcsource_type_news, visual computing
DirectX Constants Optimizations for Intel Integrated Graphics[Knowledgebase]
by Katen Shah, Luis Gimenez , Arzhange Safdarzadeh The goal of this paper is to describe the behavior of constants in DirectX 9 and DirectX 10 to help developers optimize the performance of the applications...

Posted: 2009-06-17 00:00:00 by Arzhange Safdarzadeh (Intel)
Integrated Graphics, visual computing
OMG, Multi-Threading is Easier Than Networking[Knowledgebase]
How threading is easy and similar to network code Prior to working at Intel, I worked on PlayStation* 3 games at Insomniac Games. Most of the work I did at Insomniac dealt with multiplayer network code....

Posted: 2009-06-19 00:00:00 by Orion Granatir (Intel)
game development, visual computing
Maximizing Performance with Fine-Grained Parallelism[Knowledgebase]
Implementing functional decomposition in games to get the most performance from the processor By Andrew Binstock In my previous article, I described how to use functional decomposition to break up games...

Posted: 2009-06-19 00:00:00 by Cecilia Villalon (Intel)
coding, game development, visual computing
Boost Game Performance With Threads[Knowledgebase]
How to use functional decomposition to get better performance by using all your processor cores—while making only small changes to your existing code. Andrew Binstock Games and other software that...

Posted: 2009-06-18 00:00:00 by Cecilia Villalon (Intel)
game development, Parallel Programming, visual computing, visual effects
Intel® Visual Adrenaline Level Up 2009 Prize List[Knowledgebase]
Intel® Visual Adrenaline Level Up 2009 Prize ListEach category has first through third place winners. Winners will receive prizes as outlined below. First Place Category Winners will receive: A meeting...

Posted: 2009-11-06 00:00:00 by Gina Bovara (Intel)
contest, game development, visual computing
Approaching Virtual World Interoperability[Knowledgebase]
Several new developments are brewing in the metaverse. The Massive Multiplayer Online Experiences IETF group has started to form, co-chaired by Linden Lab and IBM. Linden Lab has started publishing standards...

Posted: 2009-06-18 00:00:00 by jhurliman
virtual worlds, visual computing
Intel® GMA 3000 and X3000 Developer's Guide[Knowledgebase]
Latest Intel Graphics Developer's Guide Note: The Developer's Guide on this page is for the Intel® Graphics Media Accelerator used in the the Intel® GMA X3000 chipset. For the LATEST Intel Graphics...

Posted: 2010-03-01 00:00:00 by Chuck V. DeSylva
game development, visual computing
Remi Arnaud Biography[Knowledgebase]
Remi Arnaud is leads the Intel Game Engine Technology team. Previously, Remi worked on the PLAYSTATION 3 SDK as a Graphics Architect at Sony SCEI where he started COLLADA.Rémi's passion has always been...

Posted: 2009-03-13 00:00:00 by Gina Bovara (Intel)
bio, biography, collada, game engine, remi arnaud, visual computing
The Future of Graphics Requires Massive Performance Growth[Videos]
Take Five interviews Mark Van Name, CEO of Principled Technologies, a technology assessment firm, and rising star science fiction writer talks about challenges the graphics industry faces today and where...

Posted: 2009-02-12 15:29:36
author, Future, graphics, intel, Intel Software Network, Mark Van Name, Pricipled Technologies, Sci Fi, Take Five Videos, visual computing
Gareth Edwards, Film director - discussing CGI and film production with Intel technology[Videos]
Inspirational Video Interview with Gareth Edwards, BBC Film Director & Producer discussing the benefits that Intel technology, Core i7 and Adobe Software bring to his work. Includes clips of his most...

Posted: 2009-02-06 04:20:29
Adobe, brilliant, budget filmmaking, Core i7, Gareth Edwards, intel, 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 file...

Posted: 2009-09-07 00:00:00 by Cecilia Villalon (Intel)
animator, digital content creation, Integrated Graphics, physics, 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 something...

Posted: 2009-06-18 00:00:00 by Cecilia Villalon (Intel)
game development, Integrated Graphics, physics, 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 undone,...

Posted: 2009-06-18 00:00:00 by Cecilia Villalon (Intel)
3d modeling, game development, Parallel Programming, texture map, visual computing
A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader[Knowledgebase]
By Mike Krazanowski Download PDF A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader** Many games, even on current "next-gen" hardware, render particles using camera facing quads....

Posted: 2009-06-16 00:00:00 by Cecilia Villalon (Intel)
game development, physics, Smoke, texture map, visual computing, visual effects
Real-Time Deep Ocean Simulation on Multi-threaded Architectures[Knowledgebase]
By Adam Lake and David Reagin, Intel® Software Solutions Group Introduction Computer graphicists have a long history of attempting to model the real world. When designing immersive experiences,...

Posted: 2009-06-18 21:00:00 by Adam Lake (Intel)
Integrated Graphics, visual computing
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 introduce...

Posted: 2009-06-19 00:00:00 by Vincent Scotto (Intel)
game development, texture map, 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: 2009-06-17 00:00:00 by Josh Doss (Intel)
Game programming, photorealistic rendering, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, 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 given...

Posted: 2009-06-18 00:00:00 by Cecilia Villalon (Intel)
game development, havok, physics, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_havokphy, vcsource_type_techarticle, visual computing
Ocean Fog using Direct3D 10[Knowledgebase]
Introduction The purpose of this project was to investigate how we could effectively render a realistic Ocean scene on differing graphics solutions while trying to provide good, current, working class...

Posted: 2009-10-06 00:00:00 by Chuck De Sylva (Intel)
fluid simulation, Integrated Graphics, perlin fog, visual computing
How to Start a Multi-threading Relationship[Knowledgebase]
Hint: It begins with trust and communicationI’m not a father, but if I were, I think I would dread two things: telling my kids about death and telling them about the birds and the bees. However, the...

Posted: 2009-05-20 00:00:00 by Aaron Tersteeg (Intel)
Multi-threading, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, 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 PC....

Posted: 2009-06-18 00:00:00 by Gunjan Rawal (Intel)
havok, physics, visual computing
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 sure...

Posted: 2009-06-19 00:00:00 by Gunjan Rawal (Intel)
havok, physics, visual computing
Building POV-Ray* with Intel(R) C++ Compiler[Knowledgebase]
  Introduction Version information Application notes Obtaining the source code Obtaining the latest version of the Intel® compilers Prerequisites Configuration and set-up information Source...

Posted: 2009-06-17 00:00:00 by Grishma Kotecha (Intel)
compiler, graphics, Povray, ray tracing, tools, visual computing
How to Manipulate Data Structure to Optimize Memory Use on 32-Bit Intel® Architecture[Knowledgebase]
Challenge Improve memory utilization by manipulating data-structure layout. For certain algorithms, like 3D transformations and lighting, there are two basic ways of arranging the vertex data. The...

Posted: 2009-06-18 00:00:00 by Sharon Greenfield (Intel)
coding, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, 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 equipped...

Posted: 2009-08-12 00:00:00 by Daniel Pohl (Intel)
bump map, game development, larrabee, physics, ray tracing, specular map, texture map, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
3D gaming on Intel® Integrated Graphics[Knowledgebase]
Some of the older generation Intel Integrated Graphics solutions were targeted at business computers and home consumers who don’t need high level of graphics capabilities on their machines. Most of...

Posted: 2009-06-17 00:00:00 by Lakshminarasimhan Ranganathan (Intel)
Integrated Graphics, visual computing
Procedural Terrain Generation With Fractional Brownian Motion[Knowledgebase]
Information for Developers and ISVs This white paper investigates techniques for leveraging procedurally generated terrain with fractional Brownian Motion on the CPU and multi-texture blending on the...

Posted: 2009-06-19 00:00:00 by Jeffrey Freeman (Intel)
Game programming, texture map, visual computing
Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware[Knowledgebase]
Introduction This white paper describes techniques to generate shadows on mainstream graphics hardware in realtime. Shadows make a 3D scene more realistic and while Shadow Maps suffer from anti-aliasing...

Posted: 2009-06-19 00:00:00 by David Bookout (Intel)
global illumination, visual computing
How to Implement the Intel® GPP Vector Module[Knowledgebase]
Challenge Implement Intel® Graphics Performance Primitives (Intel® GPP) to provide basic vector operations. These include operations such as addition, subtraction, dot-product, cross-product, scaling,...

Posted: 2009-06-18 00:00:00 by Arti Gupta (Intel)
coding, visual computing
Designing the Framework of a Parallel Game Engine[Knowledgebase]
Download PDF Designing the Framework of a Parallel Game Engine 1. IntroductionWith the advent of multiple cores within a processor the need to create a parallel game engine has become more and more...

Posted: 2009-06-18 00:00:00 by Lora Woodruff (Intel)
game development, physics, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
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 novel...

Posted: 2009-06-18 00:00:00 by Lora Woodruff (Intel)
game development, Game programming, havok, physics, Smoke, visual computing, visual effects
Intel at Game Developer Conference 2009[Knowledgebase]
Thanks for coming to see what Visual Adrenaline is all about!Another successful GDC is under our belt!  See our blogs from the event below or check out the posted session materials...

Posted: 2009-06-17 00:00:00 by Gina Bovara (Intel)
conferences, game developers conference, game development, gaming, gdc, GDC Intel, graphics, havok, inverse kinematics, larrabee, Smoke, vcsource_domain_graphics, vcsource_index, visual computing
Intel Game Demo Contest Winners[Knowledgebase]
Congratulations to all the fantastic entries for the 2007 Game Demo Contest. 145 entries were received from 29 countries around the world. Take a look at this year’s winners and let us know what you...

Posted: 2009-06-18 00:00:00 by Linda Swink (Intel)
Integrated Graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_news, visual computing
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 spatial...

Posted: 2009-09-08 00:00:00 by Raghupathi Muthyalampalli (Intel)
texture map, visual computing
Common Misconceptions of Intel® Integrated Graphics[Knowledgebase]
Intel® GMA X3000 Integrated Graphics Tech Update The Intel® Graphics Media Accelerator (GMA) X3000 provides the display needs for the majority of business and consumer users who don’t require...

Posted: 2009-06-17 00:00:00 by Chuck V. DeSylva
Integrated Graphics, visual computing
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
Adobe, Core i7, Creative Suite, intel, rendering, speed, threading, video, visual computing
Perfect Match - NERO 9, NERO Move IT, NERO Liquid TV and the Intel® Core i7 [Videos]
Nero AG’s Chief Strategy Officer and Video Codec Team Leader talk about how they took advantage of the architecture of the Intel Core® i7 processor and the capabilities of the Intel® VTUNE® analyzer...

Posted: 2008-11-17 15:38:53
Core i7, graphics, Multithreading, processing speed, stutter free playback, visual computing, Vtune
Developer Tools for 3D Media Applications[Knowledgebase]
Introduction The right set of software development tools simplifies performance enhancement in media applications and allows for continuous, cost-effective improvements.   The market for digital...

Posted: 2009-06-17 00:00:00 by Linda Swink (Intel)
3d, fraps, game development, visual computing
Smoke - Game Technology Demo[Knowledgebase]
What If Home | Product Overview | Intel® TM ABI specification | Technical RequirementsFAQ | Primary Technology Contacts | Discussion Forum | Blog Product Overview Smoke is...

Posted: 2010-01-19 00:00:00 by Mike Yi (Intel)
havok, Smoke, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_havokphy, vcsource_product_tbb, visual computing, разработка игр
Tips And Tricks From You[Knowledgebase]
We welcome your tips and tricks for Visual Computing software developers. Here are some that came in from our Game Demo Contest entrants. Orange Mapping for Dynamic Height Maps: By Tommy Refenes Project/Company...

Posted: 2008-11-20 00:00:00 by Steve Pitzel (Intel)
game developer, graphics, graphics developer, Integrated Graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_news, visual computing
A J2SE Application Enhances and Classifies Map Data[Knowledgebase]
by Wei Kee Law Introduction Classification is the process of assigning classes to the pixels in a remotely sensed image. For example, in an agricultural map, each pixel could be assigned one of the...

Posted: 2010-02-09 00:00:00 by Sharon Greenfield (Intel)
specular map, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
How to Get Faster Video Rendering on the Intel® Pentium® 4 Processor[Knowledgebase]
by Eric L. Palmer Abstract This document describes how to make sure that your video rendering code is as fast as it can be on Intel® Pentium® 4 processor-based systems. This method applies to any application...

Posted: 2009-06-18 00:00:00 by Eric Palmer (Intel)
coding, game development, visual computing
Using Intel® Hyper-Threading Technology in Digital Media Applications[Knowledgebase]
by Andrew Binstock Introduction How to squeeze the maximum performance from Intel® Hyper-Threading Technology and get the most punch from your processor's execution pipelines. The release of the...

Posted: 2009-08-20 00:00:00 by Andrew Binstock
encoding, multimedia, threading, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Intel Game Demo Contest at GDC Austin[Videos]
Tonya Bowes talks about the 2008 Game Demo Contest winners being showcased at the Game Developers Conference in Austin. The Game Demo Contest winners were picked in categories such as: Best Threaded, Best...

Posted: 2008-10-27 14:41:41
game demo contest, GDC Austin, GDC Intel, Intel Software Network, Take Five Videos, Tonya Bowes, 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: 2009-06-18 00:00:00 by Sharon Greenfield (Intel)
coding, game development, Game programming, physics, 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 rocket-fueled...

Posted: 2009-06-18 00:00:00 by Kim Pallister (Intel)
bump map, game development, ray tracing, 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 polygonal...

Posted: 2009-06-19 00:00:00 by Dean Macri (Intel)
NURBS, physics, polygonal modeling, texture map, 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 original...

Posted: 2009-10-30 00:00:00 by William Damon (Intel)
game development, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, 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 that...

Posted: 2009-06-20 00:00:00 by David Bookout (Intel)
animator, digital content creation, texture map, visual computing
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 called...

Posted: 2009-06-17 00:00:00 by Steve Pitzel (Intel)
animator, digital content creation, inverse kinematics, NURBS, polygonal modeling, 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 automatons....

Posted: 2009-09-14 00:00:00 by Linda Swink (Intel)
animator, artist, Core i7, digital content creation, hide seams, NURBS, NURBS modeling, polygonal modeling, texture map, 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 increasing...

Posted: 2009-11-03 00:00:00 by Dean Macri (Intel)
Game programming, 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 critics...

Posted: 2010-03-05 00:00:00 by Dean Macri (Intel)
NURBS, physics, texture map, visual computing
Intel® Graphics Media Accelerator 900 Series Software Developer's Guide[Knowledgebase]
by Adam Lake Introduction Intel® Integrated Graphics provides a compelling choice for software developers deciding upon graphics platforms for which to develop, test, and optimize. This solution enjoys...

Posted: 2009-09-07 00:00:00 by Adam Lake (Intel)
game development, Intel® GMA, visual computing
Accelerating Digital Multimedia Production with Hyper-Threading Technology[Knowledgebase]
Overview Digital media applications are unique in that they generally can consume all the processing power they can get. Unlike other tasks that execute in a few seconds, the rendering of stills, audio...

Posted: 2009-06-18 00:00:00 by Linda Swink (Intel)
digital content creation, multimedia, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Multi-threaded Rendering and Physics Simulation[Knowledgebase]
by Rajshree Chabukswar, Adam T. Lake, and Mary R. Lee, Intel® Software Solutions Group Introduction Learn how to decouple rendering and physical simulation in a multi-threaded environment with...

Posted: 2009-06-18 00:00:00 by Adam Lake (Intel)
Multithreading, physics, visual computing
Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time[Knowledgebase]
by Steve Pitzel and Clint Taylor It Looks Good, but It Runs Like a Slug   Figure 1.Beneath the textures and lighting it's really just an arrangement of geometric shapes (and in this case, tons of...

Posted: 2009-06-17 00:00:00 by Steve Pitzel (Intel)
polygonal modeling, visual computing
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: 2009-06-19 00:00:00 by vittorio@cedara.com
immersive interactivity, polygonal modeling, texture map, visual computing
Real-time Shadow Casting Using Shadow Volumes[Knowledgebase]
by Jason Bestimt & Bryant Freitag Introduction Part of the nerve-tingling pleasure of the immersive gaming experience is entering and exploring elaborately modeled worlds -- the more realistic,...

Posted: 2009-06-18 00:00:00 by Bryant Freitag
immersive interactivity, ray tracing, texture map, visual computing
Light Based Tessellation Application Note[Knowledgebase]
by Jeff Andrews 1.0 Introduction Light Based Tessellation technology is used for adding enhanced lighting effects to three-dimensional objects. Current lighting algorithms (e.g., DX* and OpenGL*)...

Posted: 2009-06-19 00:00:00 by Jeff Andrews (Intel)
global illumination, visual computing
Impostors Made Easy[Knowledgebase]
Introduction Rendering dynamic, complex scenes in real-time is a challenging task. Developers and gamers alike love to have environments that are as realistic in appearance as possible without sacrificing...

Posted: 2009-06-18 00:00:00 by William Damon (Intel)
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 PhotoDisc,...

Posted: 2009-06-18 00:00:00 by Steve Pitzel (Intel)
animator, bump map, digital content creation, game development, global illumination, inverse kinematics, NURBS, polygonal modeling, specular map, texture map, visual computing
Simulation without a Simulator[Knowledgebase]
by Sergey N. Zheltov and Stanislav V. Bratanov Introduction This paper gives an overview of an automatic code modification and analysis technology designed to assist in architectural research.Designing...

Posted: 2009-06-19 00:00:00 by Sergey Zheltov (Intel)
physics, visual computing
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
Adobe Premiere, After Effects, multicore, rendering, speed, tapeless pipeline, visual computing
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
Adobe Premiere, After Effects, multicore, rendering, speed, visual computing
Bringing your Desktop Applications into Virtual Reality with Conduit[Videos]
Matt Szymanski, Mechdyne Vice President, Products, Software Division, gives a demonstration of Conduit at the Intel Booth at SIGGRAPH. For more info on Conduit please visit: www.mechdyne.com

Posted: 2008-10-16 11:42:14
Conduit, displays, OpenGL, virtual reality, visual computing
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 production,...

Posted: 2008-10-16 11:41:35
animation production, animator, siggraph, visual computing, visual effects, workflow acceleration
IDF Keynote Guest Speaker[Videos]
Johnny Lee, a guest speaker at IDF, talks briefly about his presentation about using a Nintendo Wii remote to make a cheap and effective interactive whiteboard. More videos featuring Johnny Lee can be...

Posted: 2008-10-16 11:23:01
hack, Infrared, interactive whiteboard, Johnny Lee, visual computing, Wii
Ambient Design's Art Rage 2.5 Interview[Videos]
Uwe Maurer, Business Development Director of Ambient Design, talks about their product Art Rage 2.5 which was featured in the production pipeline demo of Intel's SIGGRAPH booth. For more information on...

Posted: 2008-10-15 16:26:21
artist, scalability, siggraph, tool, Uwe Maurer, visual computing
Softimage Ice Demo at SIGGRAPH[Videos]
Phil Avanzato gives a demonstration of the new Software Ice by Softimage. Phil's demonstration takes us through many of the features that make it such a powerful tool. For more information on Ice please...

Posted: 2008-10-15 14:56:54
Ice, Intel Software Network, Phil Avanzato, siggraph, Softimage, Take Five Videos, visual computing
DTC: A Scaleable Software Image Compositer Part 2[Videos]
Gilad Shainer, Mellanox Technology Marketing Director, discusses using the Intel Nehalem architecture For more Information on Mellanox please visit: www.mellanox.com

Posted: 2008-10-15 14:23:57
image compositing, Nehalem, scalable graphics, visual computing
DTC: A Scaleable Software Image Compositer Part 1[Videos]
Xavier Cavin, CEO of Scalable Graphics, talks about using the Intel Nehalem Architechture

Posted: 2008-10-15 14:24:56
image compositing, Nehalem, scalable graphics, visual computing
Moviemaking with Unreal Engine 3 and Intel Technology Part 2[Videos]
Zak Parrish, 3D Buzz, gives a presentation at the Intel Theater at SIGGRAPH about using the Unreal Engine 3 to create cinematic cut pieces.

Posted: 2008-10-15 14:01:51
3D Buzz, siggraph, Unreal Engine 3, 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 production,...

Posted: 2008-10-15 12:58:49
animation production, animator, siggraph, visual computing, visual effects, workflow acceleration
Intel Software Network at SIGGRAPH[Videos]
Gina Bovara, Intel Software Network Developer Marketing, on the floor of SIGGRAPH. ISN's booth presence allowed attendees to post comments about the show on the ISN site. Visit the Intel Software Network...

Posted: 2008-10-15 12:34:49
Intel Software Network, visual computing
GDC Session Content[Knowledgebase]
Intel engineers spoke at a number of sessions at the 2007 Game Developers Conference. Here are some of the presentations we delivered at GDC. Awesome, but Fair: Enhancing Performance on Multi-Core Clients...

Posted: 2009-06-18 00:00:00 by Steve Pitzel (Intel)
game development, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_news, visual computing
GDC To Do List[Knowledgebase]
Things to do at GDC... Okay, so you don't actually have to attend GDC to join Intel's Game Demo Contest - but we're kicking it off there. Click the graphic above to see how Intel just might turn...

Posted: 2009-12-22 00:00:00 by Steve Pitzel (Intel)
havok, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_havokani, vcsource_type_news, visual computing
GDC Session: Pamper Your Pets with CPU Power[Videos]
Brad Werth, Intel Senior Software Engineer, gives an overview of his session at GDC Austin. His session focused on pets, which are customizations that players can use in games such as Worlds of Warcraft....

Posted: 2008-10-13 12:17:08
brad werth, GDC Austin, High End Animation, Intel Software Network, Pet Me, Take Five Videos, visual computing
Destroy The Castle Demo at GDC Austin[Videos]
Brad Werth, Intel Senior Software Engineer, gives a demo of "Destroy the Castle" which is used to show the versatility of multicore architecture. For more information on Intel tools please visit: www.intel.com/software/tools

Posted: 2008-10-15 16:36:36
brad werth, Destroy the Castle, GDC Austin, Intel Software Network, Intel Tools, multicore, Smoke, Take Five Videos, threading, visual computing
Game Demo Contest Winner at GDC Austin[Videos]
Tommy Refenes, Pillowfort, entered his game "Goo" into the Intel Game Demo Contest, and won 1st Place in the Best Threaded Game category. In this interview at GDC Austin, Tommy talks about how he learned...

Posted: 2008-10-15 16:37:41
game demo contest, GDC Austin, Goo, intel, Intel Software Network, Pillowfort, Take Five Videos, Tommy Refenes, visual computing
Smith Micro Software at Collada Plugfest[Videos]
Uli Klumpp, Director of Product Development for Smith Micro Software talks about Collada at the Plugfest help prior to SIGGRAPH. Uli talks about how Smith Micro software, such as Poser Pro, uses Collada...

Posted: 2008-10-15 16:37:14
collada, Intel Software Network, Plugfest, Smith Micro Software, Take Five Videos, Uli Klumpp, visual computing
Spore at Intel GDC Austin Booth[Videos]
Ray Paik, Intel Marketing Manager, gives a demo of EA's "Spore" running on Intel integrated graphics. Ea wanted to make sure that "Spore" would reach a wide audience of varying computer capabilities so...

Posted: 2008-10-13 12:30:18
EA, GDC Austin, Intel Integrated Graphics, Ray Paik, Spore, Take Five Videos, visual computing
GDC Session Overview: Integrated Graphics[Videos]
Arzhange Safdarzadeh, Intel Senior Graphics Engineer, gives an overview of his session at the Game Developers Conference in Austin. The session was about Intel Integrated Graphics, and provided tips and...

Posted: 2008-10-13 12:37:04
Arzhange Safdarzadeh, DirectX 10, framerate, GDC Austin, Integrated Graphics, intel, Intel Software Network, Take Five Videos, visual computing
Game Demo Contest Winner at GDC Austin[Videos]
Aaron Murray, Tandem Games Co-Founder, talks about winning the Best Game on Intel Graphics award from Intel's Game Demo Contest. Aaron Murray, and Tandem Games entered "Crunchtime with Pixel and Vega"...

Posted: 2008-10-15 16:38:50
Aaron Murray, Domain of Heroes, game demo contest, GDC Austin, intel, Intel Software Partner Program, Take Five Videos, Tandem Games, visual computing
Intel Sotware Partner Program: Tandem Games[Videos]
Aaron Murray, Tandem Games Co-Founder, talks about being a member of Intel's Software Partner Program, and about Tandem's new game "Domain of Heroes" at GDC Austin. For more information on the Software...

Posted: 2008-10-15 16:39:17
Aaron Murray, Domain of Heroes, game development, GDC Austin, Intel Software Partner Program, Take Five Videos, visual computing
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 an...

Posted: 2009-06-19 00:00:00 by Linda Swink (Intel)
animator, audio, digital content creation, visual computing
Optimizing DirectX* 8.0 Vertex Shaders[Knowledgebase]
Optimizing DirectX* 8.0 Vertex Shaders Once again, welcome back to Maximum FPS! This month Ronen Zohar will provide us with a thorough understanding of how to take advantage of vertex shaders on Intel...

Posted: 2009-06-19 00:00:00 by Linda Swink (Intel)
specular map, visual computing
Transcoding and Codec Optimization: Tips & Tricks[Knowledgebase]
  Introduction by Khang NguyenMedia transcoding, which enables media interoperation, plays an important role in the digital home. The Intel Networked Media Product Requirements (INMPR) promotes interoperation...

Posted: 2009-06-20 00:00:00 by Linda Swink (Intel)
coding, multimedia, threading, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Design of Portable and Reusable GUI Controls[Knowledgebase]
  Introduction This paper is intended for GUI developers who want to write portable, reusable, and fast controls for visualizing big and complex data. There are some common problems such as bad performance...

Posted: 2009-06-17 00:00:00 by Egor Kazachkov (Intel)
graph theory, visual computing
MMX(TM) 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 00:00:00 by Linda Swink (Intel)
texture map, visual computing
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 quite...

Posted: 2008-09-22 16:19:18
development, DirectX optimizations, game development, leigh davies, multi-core platforms, rendering, Threading Building Blocks, visual computing
GCDC'08: some more compelling Intel demos[Videos]
After moving towards GC hall 3 we visited the Intel Developers Corner and had a quick view at some more compelling demos. Just have a look at it and enjoy the show!

Posted: 2008-09-22 16:23:35
core 2 extreme, development, G45 Chipset, game, gaming, quad core, software, visual computing
GCDC'08: what do think of the conference - part one[Videos]
After our interview meeting with Steve Hughes from Intel we stopped some people on their way as we wanted to know quite a few important things from them: Whether GCDC'08 met their expectations so far?...

Posted: 2008-09-22 16:44:07
game development, intel, visual computing
Greg Corson, Sony Software Engineer on COLLADA Tools[Videos]
We interviewed Greg Corson, Sony Software Engineer, who has worked on COLLADA since 2005 on game development development tools including importers, exporters and coherency checkers. If you are writing...

Posted: 2008-10-16 11:47:03
checkers, coherency, coherency checker, collada, corson, game, game development, greg, sony, 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 animation...

Posted: 2009-06-19 00:00:00 by David Bookout (Intel)
3d model, animator, cpu, digital content creation, GPU, graphics, Multithreading, physics, visual computing
Bringing it Home: Gear for Game Audio Developers[Knowledgebase]
by Beverly Hanly Introduction Independent game audio developers can finally play in the same league as the major studios, thanks to descending hardware costs and skyrocketing capabilities in motherboards...

Posted: 2009-06-17 00:00:00 by bhanly1
audio, game development, games, visual computing
Multithreaded Game Programming and Hyper-Threading Technology[Knowledgebase]
by Will Damon Overview Multiprocessor machines are becoming more commonplace on the desktop with the introduction of Hyper-Threading Technology to the Intel® Pentium® 4 processor. While multithreaded...

Posted: 2009-06-19 00:00:00 by William Damon (Intel)
coding, game development, threading, visual computing
Fast Color Conversion Using Streaming SIMD Extensions and MMXT Technology[Knowledgebase]
Datatype color conversions are a common requirement in 3-D application pipelines. In a simple lighting scheme, these conversions happen at least once per color channel, red, green, blue (R, G, B) per vertex,...

Posted: 2009-06-18 00:00:00 by Linda Swink (Intel)
global illumination, MMX, simd, SSE, 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 essentially...

Posted: 2010-01-28 00:00:00 by William Damon (Intel)
physics, simd, Smoke, visual computing, visual effects
Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions[Knowledgebase]
by J.M.P. van Waveren, Id Software, Inc. Introduction The following articles describe the individual routines used in the rendering pipeline and how they are optimized using the Intel Streaming SIMD...

Posted: 2009-06-19 00:00:00 by Linda Swink (Intel)
simd, specular map, vcsource_domain_gamedev, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Reducing the Impact of Misaligned Memory Accesses[Knowledgebase]
Introduction Misalignment of memory access is a problem commonly encountered when optimizing code with Streaming SIMD Extensions 2 (SSE2). An SSE2 algorithm often requires loading and storing data...

Posted: 2010-01-28 00:00:00 by Michael Stoner (Intel)
coding, SSE2, 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 paradigm...

Posted: 2009-06-20 00:00:00 by Linda Swink (Intel)
games, physics, visual computing, visual effects
Threaded Cross-Platform Game Development[Knowledgebase]
Introduction The technology of computer gaming is undergoing a major conceptual shift: a shift to multi-threaded engines running on multi-core processors. Multi-core processors are powering the next generation...

Posted: 2009-06-20 00:00:00 by bradwerth
visual computing, многопоточность, параллельное программирование, разработка игр
Intel® Threading Tools Boost Performance for CPU Cycle-Hungry Digital Artists[Knowledgebase]
by Geoff Koch Introduction Intel® Threading Tools help Autodesk optimize its Maya* digital software. Find out more in this case study. Times are good for Toronto-based Autodesk. Maya* software,...

Posted: 2009-06-18 00:00:00 by Geoffrey Koch (Intel)
animator, digital content creation, game development, games, visual computing, visual effects
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 development...

Posted: 2009-06-17 00:00:00 by Linda Swink (Intel)
game development, games, Multi-threading, physics, visual computing
Intel Software Network at SIGGRAPH 2008[Knowledgebase]
Get Your Visual Adrenaline Flowing!  See what we're up to at SIGGRAPH in our overview PDF (383kb). Also, view our paper released August 4, 2008:  "Larrabee: A Many Core x86...

Posted: 2009-06-19 00:00:00 by Gina Bovara (Intel)
conferences, data, larrabee, siggraph, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_type_news, visual computing
Real-World Case Studies: Threading Games for High Performance on Intel® Processors[Knowledgebase]
by Sara Sarmiento, Software Solutions Group, Intel Corporation Introduction Why should you thread your game? Parallelism is the easiest and most cost effective way to achieve scaling on multiple platforms....

Posted: 2009-06-18 00:00:00 by Sara Sarmiento (Intel)
game development, Hyper-Threading Technology, visual computing
High Dynamic Range Environment Mapping On Mainstream Graphics Hardware[Knowledgebase]
This white paper discusses the use of High Dynamic Range Imagery rendering utilizing Reinhard’s tone mapping calculation and floating point textures on the Intel® 965 Express Chipset and Mobile Intel®...

Posted: 2009-06-16 00:00:00 by jfreeman2
download, global illumination, visual computing
Z Fighting Code Sample[Knowledgebase]
by Matt McClellan and Kipp OwensIntel CorporationClient Enabling Technology Why Should I Care About This Code Sample? This source code demonstrates how game developers can work around any Z fighting...

Posted: 2009-06-19 00:00:00 by Linda Swink (Intel)
Code, game development, gaming, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, visual computing
Carry Small, Game Large[Knowledgebase]
Do portable games have to be small?  Check out our article on Gamasutra answering that very question and then download our free code below to test it out yourself.   "Carry Small, Game Large" Free...

Posted: 2009-06-18 00:00:00 by Scott Crabtree (Intel)
Code, game development, games, graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, visual computing
Intel @ GDC 2008[Knowledgebase]
  View our GDC 2009 Sessions 2008 Sessions: Threading Success StoriesSpeakers: Paul Lindberg & Bradley Werth (Intel Applications Engineers)In this follow-up to 2007's well-received "Threading...

Posted: 2009-12-23 00:00:00 by Gina Bovara (Intel)
Game Developers Confernce, GDC Intel, havok, Intel Havok, ray tracing, vcsource_domain_graphics, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_product_havokani, visual computing
Intel Software Network Live Second Life Webcasts[Knowledgebase]
Welcome to another live event Intel Software Network Tech Talk.  Pleas enjoy this web based live feed courtesy of Second Life Cable Network (SLCN). If you have a Second Life account, feel free to join...

Posted: 2009-06-19 00:00:00 by Paul Steinberg (Intel)
metaverse, second life, technology, visual computing
Real-Time Shadow Maps on Mainstream Graphics Hardware[Knowledgebase]
Abstract This white paper describes techniques to generate shadows on mainstream graphics hardware in realtime. Shadows make a 3D scene more realistic and the realism is increased by the use of floating-point...

Posted: 2009-06-19 00:00:00 by sgsubram
global illumination, texture map, visual computing
Integrated Graphics for UMD[Knowledgebase]
Introduction The UMD (Ultra Mobile Device) is the latest innovation in the PC family that gives the consumer a low power mobile device with complete capabilities of a PC. A UMD is small form factor...

Posted: 2009-06-18 00:00:00 by Linda Swink (Intel)
Integrated Graphics, visual computing
Best Practices in Game Design for the Ultra-Mobile PC[Knowledgebase]
by Matt Gillespie, Michael Finkel and Victoria Bailey The Ultra-Mobile PC (UMPC) will expand the market for PC games that run on Microsoft Windows* XP, as long as developers consider certain design requirements...

Posted: 2009-06-18 00:00:00 by Michael Finkel (Intel)
game development, 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 rasterization....

Posted: 2009-06-19 00:00:00 by Aaron Tersteeg (Intel)
specular map, texture map, visual computing
Video Gross Error Detection[Knowledgebase]
1. Gross Error Detection Methodology 1.1 Overview The Video Gross Error Detection methodology is designed to provide a platform independent, automated way to measure content delivery and quantify...

Posted: 2009-09-08 00:00:00 by Royce Fernald (Intel)
download, frame rate, ordinal mapping, slideshare, vcsource_domain_media, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, video, video encoding, visual computing
Advanced Threading for Games: Threading Quake4 - Pt. 2 of 4. Thinking About Threading[Videos]


Posted: 2007-01-22 20:28:08
Anupreet Kalra, game development, games, intel, multicore, Multithreading, multithreading drivers, processing power, technology, terascale, threading, visual computing
Advanced Threading for Games: Threading Quake4 - Pt. 4 of 4. Next Steps and the Future[Videos]
We kept this file large in order to preserve graphics clarity. Please allow time for the file to buffer for a minute or so. Nexts Steps and Future Flaws with Functional Decomposition - Severe Load Balancing...

Posted: 2007-01-03 22:09:57
Anupreet Kalra, developer, game development, games, intel, Multi-threading, multicore, multithreaded drivers, Multithreading, processing power, software, visual computing
Intel Graphics Media Accelerator Developer's Guide[Knowledgebase]
Latest Intel Graphics Developer's Guide Note: The Developer's Guide on this page is for the Intel® Graphics Media Accelerator used in the Intel® 4 Series Chipsets (the Intel® 4500, X4500, and...

Posted: 2010-03-01 00:00:00 by Lora Woodruff (Intel)
Integrated Graphics, visual computing
Alternatives to Using Z-Bias to Fix Z-Fighting Issues[Knowledgebase]
  Introduction by Matt McClellan and Kipp OwensThere are many instances in 3D applications where two polygons may lie on the same plane, as in the cases of effects like bullet holes or posters on walls....

Posted: 2009-08-19 00:00:00 by Linda Swink (Intel)
Integrated Graphics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Ensuring the Benefits of Zone Rendering with Intel® Extreme Graphics[Knowledgebase]
  Overview by Matt McClellan, Kipp Owens, and Cody NorthropZone Rendering greatly reduces the required memory bandwidth for a 3D pipeline by rendering one small section of a scene at a time. As each...

Posted: 2009-06-17 00:00:00 by Linda Swink (Intel)
Integrated Graphics, visual computing, visual effects
GCDC'08: first impressions from the golf tournament[Videos]
Finally, we made it. After four hours of travelling by train we reached Leipzig, Germany, in order to deliver the hottest information about the gaming industry. After our check-in at the very nice hotel...

Posted: 2008-09-22 18:38:32
game, game developer, gamedevelopment, gameing, graphics, intel, visual computing
GCDC'08: Remi Arnaud is talking about COLLADA[Videos]
During his Wednesday session at GCDC '08 Intel's Rémi Arnaud delivered deep insight into the open source 3D interface COLLADA. It's a heavily used industry standard which a lot of applications like 3dsMax,...

Posted: 2008-09-22 16:36:23
collaboration tools, collada, game, game developer, gamedevelopment, graphics, kronos, remi arnaud, visual computing
GCDC'08: adopt your games for the laptop platform[Videos]
This morning at GCDC'08 we attended the tech session of Steve Hughes and Basher Khan presenting the laptop as a gaming platform. As we already reported last week there are lot of things which you have...

Posted: 2008-09-22 16:46:41
Integrated Graphics, Mobile Gaming, mobile platform SDK, reduced state change, static geometry, visual computing
GCDC'08: optimized games running on Intel platform[Videos]
Day one at GCDC'08 began with a bunch of interesting Intel demos which we had a quick look at. One surprising thing we were discovering is the ability of Intel Integrated Graphics running complex games...

Posted: 2008-09-22 18:41:49
ad hoc gaming, gamedevelopment, Integrated Graphics, intel, Mobile Gaming, Sacred 2, visual computing
A New Way to Play Multi-Player Games[Videos]
games-in-intel

Posted: 2008-10-15 16:18:16
game development, ISN, mobile platforms, multi player gaming, video, visual computing
GCDC'08: Intel Tuning Tools can help optimizing software[Videos]
At 11:30 a.m. CET Intel's Jérôme Muffat-Méridol and Basher Khan entered the stage at GCDC'08 where they talked about the real turbo for gaming software namely Intel Software Tools for optimized games...

Posted: 2008-09-22 18:44:59
gamedevelopment, intel, Network, software, Threading Building Blocks, tools, Tuning, tuning tools, visual computing, Vtune
GCDC'08: more demos optimized for Intel platform[Videos]


Posted: 2008-10-10 15:13:07
core 2 extreme, game development, gamedevelopment, intel, Network, platform scaling, software, visual computing
Intel® Graphics Media Accelerator Profiler v2.1[Knowledgebase]
Introduction The Intel® Graphics Media Accelerator Profiler V2.1 (IGMAP) is a graphics performance profiling tool capable of real time standalone monitoring of Intel® 900 Series Integrated Graphics...

Posted: 2009-09-10 00:00:00 by Linda Swink (Intel)
game development, Integrated Graphics, Intel® GMAP, media sdk, 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 will...

Posted: 2009-06-18 00:00:00 by Steve Pitzel (Intel)
device creation, Integrated Graphics, physics, visual computing
Best-Known Methods of UI design for MID[Knowledgebase]
Abstract The MID (Mobile Internet Device) is the latest innovation in the PC family that gives the consumer a low power mobile device with the complete capabilities of a PC. On the basis of MID’s...

Posted: 2009-06-17 00:00:00 by fangyuliang
Integrated Graphics, visual computing
Real-Time Deep Ocean Simulation on Multi-Threaded Architectures[Knowledgebase]
This white paper investigates a technique for real-time simulation of deep ocean waves on multi-processor machines under simulated work loads using threading. Introduction Computer graphicists have...

Posted: 2009-06-18 00:00:00 by Adam Lake (Intel)
Game programming, Integrated Graphics, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing
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 player....

Posted: 2009-06-18 00:00:00 by Cecilia Villalon (Intel)
CD, Compression, DVD, texture map, visual computing
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
3d modeling, animator, Autodesk 3ds Max, design visualization, Multithreading, rendering, siggraph, speed, visual computing
Advanced Threading for Games: Threading Quake4 - Pt. 3 of 4. Thinking About Threading -continued[Videos]


Posted: 2007-01-22 20:52:44
Anupreet Kalra, developer, game, game development, intel, multicore, multithread, multithreading drivers, pentium, processing power, software, technology, tera-scale, threading, visual computing
3D Integration Using After Effects, CS3, and Cinema 4D Part 1[Videos]
Adobe Systems Senior Systems Engineer, Stephen Whatley gives a demonstration of using 3D elements in After Effects, and other Adobe post-production programs at the Intel SIGGRAPH Booth. For more details...

Posted: 2008-08-18 02:48:01
global illumination, visual computing, visual effects
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
animator, artist, motion blur, Project Offset, rendering, visual computing
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 user...

Posted: 2008-04-08 21:37:56
3D interoperatibility, animator, artist, collada, Project Offset, remi arnaud, visual computing