| Link/Url | Tags |
|---|---|
| COLLADA in the Game - GDC Session Overview [Videos] Remi Arnaud, co-creator of the COLLADA standard, led panelists in a discussion at GDC on how COLLADA is meeting the demanding requirements of the most compelling content and creating next-generation u ... Posted: 2008-04-08 21:37:56 by Remi Arnaud (Intel) | collada, remi arnaud, Project Offset, artist, animator, visual computing, 3D interoperatibility |
| Behind the Scenes at Project Offset [Videos] We went behind the scenes at Project Offset and spoke with Project Manager Sam McGrath. See the demo footage of their new game that takes advantage of future graphics cards and stay tuned for more. ... Posted: 2008-04-23 19:40:16 by Samuel Mcgrath (Intel), Sharon Greenfield (Intel) | rendering, Project Offset, artist, animator, visual computing, motion blur |
| 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 detai ... Posted: 2008-08-18 02:48:01 by Stephen Whalley (Intel), Sharon Greenfield (Intel), venkatrajaraman | visual effects, global illumination, visual computing |
| Advanced Threading for Games: Threading Quake4 - Pt. 3 of 4. Thinking About Threading -continued [Videos] ... Posted: 2007-01-22 20:52:44 by ISN Admin, Sharon Greenfield (Intel) | developer, tera-scale, technology, pentium, software, game, intel, multithread, threading, multicore, game development, visual computing, Anupreet Kalra, multithreading drivers, processing power |
| Autodesk in Intel SIGGRAPH Booth [Videos] Michael Langmayer, 3D Application Specialtist with Autodesk gives Take Five Videos a demo of their modeling software, and of their renderer. ... Posted: 2008-08-18 02:15:06 by michael.langerman@sdsmt.edu, Sharon Greenfield (Intel), venkatrajaraman | siggraph, Multithreading, rendering, animator, 3d modeling, visual computing, speed, design visualization, Autodesk 3ds Max |
| Geospatial Texture Streaming From Slow Storage Devices [Knowledgebase] June 2008© 2008, Id Software, Inc. Abstract A high speed pipeline is presented that allows streaming large amounts of geospatial texture data from a slow storage device such as a DVD playe ... Posted: 2009-06-18 18:17:09 by | DVD, CD, Compression, texture map, visual computing |
| Краткий справочник по интегрированным графическим ускорителям Intel® серии GMA *4500 [Knowledgebase] Данная статья содержит краткий обзор возможностей и технические характеристики интегрированных графически ... Posted: 2009-02-04 13:27:02 by Chris Mcvay (Intel) | Integrated Graphics, game optimization, visual computing |
| Moviemaking with Unreal Engine 3 and Intel Technology Part 1 [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. Watch part 2 at: http://software.intel.com/en-us/videos/mov ... Posted: 2008-10-15 13:38:22 by Jerry Makare (Intel), venkatrajaraman | siggraph, visual computing, 3D Buzz, Unreal Engine 3 |
| Моделирование поверхности воды в режиме реального времени на платформах с многоядерной архитектурой [Knowledgebase] В статье рассматриваются многопоточные методы моделирования морских волн в режиме реального времени на дву ... Posted: 2009-02-05 01:44:02 by | Integrated Graphics, Game programming, physics, visual computing |
| Практические методы проектирования пользовательских интерфейсов для мобильных Интернет-устройств (MID) [Knowledgebase] Краткий обзор Мобильные Интернет-устройства (MID - Mobile Internet Device) представляют собой новейшую разработку в ... Posted: 2007-11-23 12:14:35 by | Integrated Graphics, visual computing |
| Intel® Software Network Communities [Knowledgebase] Click Here to see a list of all content not related to the below communities Intel® Atom™ Software Developer Community: has launched with a focus on Mobile Internet Device (MID) hardware an ... Posted: 2008-06-30 19:21:24 by | Integrated Graphics, visual computing |
| Better Device Creation for Hardware Acceleration [Knowledgebase] The objective of this document is to help Direct3D 9 application developers use a better method to create the best D3D 9 device possible. By following these boilerplate steps, the most capable device ... Posted: 2009-06-18 15:39:12 by | device creation, Integrated Graphics, physics, visual computing |
| Программа Intel® Graphics Media Accelerator Profiler версии 2.1 [Knowledgebase] Введение Программа Intel® Graphics Media Accelerator Profiler V2.1 (IGMAP) представляет собой инструмент профилирования производит ... Posted: 2009-02-05 02:01:03 by | Integrated Graphics, game development, media sdk, Intel® GMAP, visual computing |
| GCDC'08: more demos optimized for Intel platform [Videos] ... Posted: 2008-10-10 15:13:07 by ISN Admin, Sharon Greenfield (Intel) | GCDC, gamedevelopment, software, intel, Network, game development, visual computing, core 2 extreme, platform scaling |
| 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 gam ... Posted: 2008-09-22 18:44:59 by Jérôme Muffat-Méridol (Intel), Sharon Greenfield (Intel) | GCDC, tools, Threading Building Blocks, gamedevelopment, software, Tuning, Vtune, intel, Network, visual computing, tuning tools |
| A New Way to Play Multi-Player Games [Videos] games-in-intel ... Posted: 2008-10-15 16:18:16 by Jerry Makare (Intel) | ISN, video, game development, visual computing, mobile platforms, multi player gaming |
| 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 game ... Posted: 2008-09-22 18:41:49 by ISN Admin, Sharon Greenfield (Intel) | GCDC, Mobile Gaming, gamedevelopment, Integrated Graphics, intel, visual computing, ad hoc gaming, Sacred 2 |
| 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 by ISN Admin, Sharon Greenfield (Intel) | mobile platform SDK, Mobile Gaming, Integrated Graphics, visual computing, reduced state change, static geometry |
| 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 3 ... Posted: 2008-09-22 16:36:23 by Remi Arnaud (Intel) | GCDC, collada, gamedevelopment, kronos, game developer, collaboration tools, remi arnaud, game, visual computing, graphics |
| 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 hot ... Posted: 2008-09-22 18:38:32 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | GCDC, gameing, gamedevelopment, game developer, game, intel, visual computing, graphics |
| 采用英特尔® 极速图形引擎尽显区域图形成形(Zone Rendering)优势 [Knowledgebase] 概述 作者 Matt McClellan、Kipp Owens 和 Cody Northrop 通过一次渲染一小部分场景,区域渲染大大减少了三维管线所需的内存带宽。伴随每一帧的生成,其场 ... Posted: 2008-05-10 22:53:11 by | Integrated Graphics, visual effects, visual computing |
| 使用Z-Bias解决Z-Fighting问题的替代方案 Alternatives to Using Z-Bias to Fix Z-Fighting Issues [Knowledgebase] Introduction by Matt McClellan and Kipp Owens There 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 wall ... Posted: 2008-05-10 22:55:11 by | Integrated Graphics, visual computing |
| Intel Graphics Media Accelerator Developer's Guide [Knowledgebase] INTRODUCTION This document provides development hints and tips to ensure that your customers will have a great experience playing your games and running other interactive 3D graphics ap ... Posted: 2009-06-19 10:00:20 by | Integrated Graphics, 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 Bal ... Posted: 2007-01-03 22:09:57 by ISN Admin, Sharon Greenfield (Intel) | developer, Multithreading, software, Multi-threading, games, intel, multicore, game development, visual computing, Anupreet Kalra, processing power, multithreaded drivers |
| Advanced Threading for Games: Threading Quake4 - Pt. 2 of 4. Thinking About Threading [Videos] ... Posted: 2007-01-22 20:28:08 by ISN Admin, Sharon Greenfield (Intel) | terascale, technology, Multithreading, games, intel, threading, multicore, game development, visual computing, Anupreet Kalra, multithreading drivers, processing power |
| Выявление грубых ошибок при воспроизведении видеофайлов [Knowledgebase] 1. Методы выявления грубых ошибок 1.1 Обзор Методы выявления грубых ошибок (ВГО) при воспроизведении ... Posted: 2007-12-18 12:29:27 by | slideshare, download, video, visual computing, video encoding, frame rate, ordinal mapping |
| Real-Time Texture Streaming & Decompression [Knowledgebase] Introduction Textures are digitized images drawn onto geometric shapes to add visual detail. In today's computer graphics a tremendous amount of detail is mapped onto geometric shapes during ras ... Posted: 2009-06-19 18:38:53 by | specular map, texture map, visual computing |
| Оптимизация компьютерных игр для ультрамобильных ПК [Knowledgebase] Рост популярности ультрамобильных ПК способствует расширению рынка компьютерных игр на базе Microsoft Windows* XP. ... Posted: 2009-02-04 13:24:35 by | game development, visual computing |
| Интегрированная графическая система для ультрамобильных устройств [Knowledgebase] Введение Ультрамобильные устройства представляют собой новейшую разработку в семействе персональных комп ... Posted: 2009-02-04 13:29:21 by | Integrated Graphics, visual computing |
| Реализация карт теней на массовом графическом аппаратном обеспечении [Knowledgebase] Введение Автор: Дэйв Букаут (Dave Bookout) В статье рассматривается использование карт теней в массовых системах ... Posted: 2009-02-05 01:42:44 by | texture map, global illumination, visual computing |
| 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 jo ... Posted: 2009-06-19 10:10:09 by Paul Steinberg (Intel) | second life, technology, metaverse, visual computing |
| 英特尔与 Havok 公司在2008 GDC大会的专题课程 [Knowledgebase] 英特尔与 Havok 公司在2008 GDC的课程 – 点击下列课程标题获取课程资料。 在这里了解关于课程主讲人的更多信息: Threading Success Stories 线程化成 ... Posted: 2008-05-17 18:59:29 by | havok, GDC Intel, Game Developers Confernce, Intel Havok, ray tracing, visual computing |
| 轻装上阵,畅玩游戏 [Knowledgebase] 难道便携式游戏程序就只能是小型的吗?即将在Gamasutra 上发布的同名文章将为您揭晓答案。文章发布后,您可以前往图形技术开发社区获得文章链接文 ... Posted: 2008-07-08 02:12:54 by Scott Crabtree (Intel), Brad Werth (Intel), Omar A Rodriguez (Intel), Erik Johnson (Intel) | Code, games, game development, visual computing, graphics |
| Code Demo: Destroy the Castle [Knowledgebase] This is the binary and source of a demo we created to show how games can take advantage of multi-core processors. It's dead simple - you control a cannon facing down a terrifying, lethal... castle. ... Posted: 2009-06-18 16:45:31 by | .net, OpenMP, Threading Building Blocks, coding, gaming, Code, games, polygonal modeling, threading, visual computing |
| Z Fighting Code Sample [Knowledgebase] by Matt McClellan and Kipp Owens Intel Corporation Client Enabling Technology Why Should I Care About This Code Sample? This source code demonstrates how game developers can work around any Z fighti ... Posted: 2008-05-10 22:54:33 by | gaming, Code, game development, visual computing |
| Getting the Most out of Intel® Extreme Graphics Sample Code [Knowledgebase] by Mark Buxton, Matt McClellan,Cody Northrop, Kipp Owens, and Eric Palmer Why Should I Care About This Code Sample? The sample code included within uses the framework of a couple DirectX* 9 sam ... Posted: 2009-06-18 18:18:33 by Cody Northrop (Intel), Eric Palmer (Intel), Mark Buxton (Intel), Matthew Mcclellan (Intel), kippowens | coding, Code, visual computing, graphics |
| Using SSE3 Technology in Algorithms with Complex Arithmetic [Knowledgebase] Introduction This paper demonstrates the benefits of Streaming SIMD Extensions 3 and Hyper-Threading Technology when implementing complex arithmetic. Both of these features are available in Inte ... Posted: 2009-07-31 19:12:16 by | simd, SSE3, coding, Code, Hyper-Threading Technology, physics, visual computing |
| 主流图形硬件上的高动态范围环境映射 [Knowledgebase] 本白皮书着重论述如何采用 Reinhard 的色调映射计算和浮点纹理,将高动态范围图像渲染应用于英特尔® 965 高速芯片组和移动式英特尔® 965 高速芯 ... Posted: 2008-03-18 20:48:02 by Adam Lake (Intel), Jeff Freeman (Intel), David Reagin (Intel) | download, global illumination, visual computing |
| 真实案例分析:游戏线程处理,在英特尔® 处理器上获得高性能 [Knowledgebase] 介绍 作者:英特尔公司软件解决方案事业部 Sara Sarmiento 您为何需要对游戏进行线程处理?并行性是在多平台上实现扩展的最简单、最经济高效的方式 ... Posted: 2008-05-11 17:06:21 by | Hyper-Threading Technology, game development, visual computing |
| 英特尔软件网路在SIGGRAPH 2008活动概览 [Knowledgebase] 体验令你心跳加速的视觉计算技术! 了解我们在SIGGRAPH 的主要活动细节 PDF (383kb). 同时浏览我们于八月4日发布的论文: "Larrabee: 一个用 ... Posted: 2008-08-14 15:44:12 by | Events, data, siggraph, conferences, larrabee, visual computing |
| Threading Basics for Games [Knowledgebase] by Jeff Andrews Introduction Take advantage of Intel® dual-core processors in your game development and learn how Intel® Compilers can optimize your code. Even with the benefits provided by ... Posted: 2009-06-20 00:16:54 by Jeff Andrews (Intel) | многопоточность, параллельное программирование, разработка игр, visual computing |
| Building for the Digital Home - Games [Knowledgebase] Pushing the Envelope on Game Realism Intel makes it easy for gaming developers to accelerate the design, development, and deployment of gaming solutions using the latest software tools and developmen ... Posted: 2009-06-18 16:28:11 by | Multi-threading, games, game development, physics, visual computing |
| Продукты семейства Intel® Threading Tools помогают повысить производительность ресурсоёмких приложений компьютерной графики [Knowledgebase] Введение Продукты семейства Intel® Threading Tools помогают компании Autodesk оптимизировать программное обеспечение Ma ... Posted: 2008-06-07 19:45:54 by Geoffrey Koch (Intel) | games, animator, visual effects, game development, digital content creation, visual computing |
| 线程跨平台游戏开发 [Knowledgebase] 介绍 作者 Brad Werth 计算机游戏技术正在经历重大的概念转变:转向多核处理器上运行的多线程引擎。多核处理器为下一代个人电脑和游戏控制台提供动 ... Posted: 2008-03-29 11:21:40 by | многопоточность, параллельное программирование, разработка игр, visual computing |
| The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores [Knowledgebase] by Alexandra Weber Morales Abstract While much has been written about the whys, hows, and whether-or-not-to's of threading, there's been little focus on the most productive way to pound a parad ... Posted: 2009-06-20 00:04:06 by | games, visual effects, physics, visual computing |
| 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 da ... Posted: 2009-06-19 18:44:32 by Michael Stoner (Intel) | SSE2, coding, visual computing |
| 利用英特尔 SIMD 流指令扩展指令集,优化动画模型的渲染管线 [Knowledgebase] 介绍 下列文章阐述了用于渲染管线的单个例程,以及如何采用英特尔 SIMD 流指令扩展指令集对其进行优化。 作者 Id Software 公司,J.M.P. van Waveren 目前, ... Posted: 2008-03-28 21:59:39 by | simd, specular map, visual computing |
| Creating a Particle System with Streaming SIMD Extensions [Knowledgebase] by William Damon Introduction Smoke, fire, water spray, dust, and more all have something in common. They all benefit from a good particle system. For the uninitiated, a particle system is esse ... Posted: 2009-06-18 17:32:04 by William Damon (Intel) | simd, Smoke, visual effects, physics, visual computing |
| 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 ... Posted: 2009-06-18 18:04:59 by | simd, global illumination, 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 mult ... Posted: 2009-06-20 17:47:05 by William Damon (Intel) | coding, threading, game development, 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 mo ... Posted: 2009-06-18 15:42:45 by bhanly1 | audio, games, game development, visual computing |
| Intel's Top Five Take Five Videos: Roger Chandler Part 1 [Videos] Paul Steinberg talks technology and gaming with Intel's Roger Chandler, Director of Marketing, Visual Computing Software Division. ... Posted: 2008-05-30 19:30:53 by Roger Chandler (Intel), Sharon Greenfield (Intel) | computing, visual, technology, Artificial intelligence, larrabee, games, game development, physics, visual computing |
| Come see Intel Software Network at GCDC & GC! [Knowledgebase] The Games Convention (GC) conference is a showcase for the public where the gaming industry displays its coolest, newest, and best games and products, and usually does so with enormous pre ... Posted: 2009-06-18 16:46:56 by Gina Bovara (Intel) | GCDC, Events, conferences, GC, Integrated Graphics, visual computing |
| Multithreading the Rendering Pipeline for 3D Model Animation [Knowledgebase] Abstract This article proposes a simple and efficient multithreading solution to accelerate rendering for a number of animated 3D models. The solution enhances the performance of skeletal animat ... Posted: 2009-06-19 11:28:52 by David Bookout (Intel), 郭胜 (Intel) | Multithreading, 3d model, cpu, larrabee, GPU, animator, digital content creation, physics, visual computing, graphics |
| 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 by greg-a-corson, Jerry Makare (Intel), venkatrajaraman | collada, coherency, checkers, sony, greg, corson, game, game development, visual computing, coherency checker |
| 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 by ISN Admin, venkatrajaraman | GCDC, intel, game development, 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 by ISN Admin | GCDC, development, software, gaming, game, G45 Chipset, visual computing, core 2 extreme, quad core |
| GCDC 08: Optimizing DirectX code for multi-core platforms [Videos] Right after his 50 minutes session at GCDC'08 talking about DirectX optimizations for multi-core platforms we had the chance to interview Intel fellow Leigh Davies. Our questions we asked him were qui ... Posted: 2008-09-22 16:19:18 by ISN Admin, Sharon Greenfield (Intel) | GCDC, development, Threading Building Blocks, leigh davies, rendering, game development, visual computing, DirectX optimizations, multi-core platforms |
| MMXT Technology Manuals and Application Notes [Knowledgebase] Introduction Intel's MMX™ technology is designed to accelerate multimedia and communications applications. The technology includes new instructions and data types that allow applications to achieve ... Posted: 2009-06-19 11:19:00 by | texture map, visual computing |
| 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 per ... Posted: 2009-06-18 17:37:34 by Egor Kazachkov (Intel) | graph theory, visual computing |
| Перекодировка и оптимизация кодека: советы и приемы [Knowledgebase] Введение Автор: Ханг Нгуйен (Khang Nguyen) Перекодирование носителей, которое позволяет осуществлять их взаимоде ... Posted: 2009-02-05 01:43:44 by | coding, threading, multimedia, 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 Inte ... Posted: 2009-06-19 13:06:13 by | specular map, 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 ... Posted: 2009-06-19 23:29:44 by | audio, animator, digital content creation, visual computing |
| Intel and Macromedia Team up for Internet 3d [Knowledgebase] Press Release - Macromedia Director* 8.5 Shockwave* Studio with Intel® Internet 3D Graphics Software: Powerful, Scalable 3D for the Web Mainstream. Intel® Software Development Products Okino P ... Posted: 2009-06-18 18:50:15 by | NURBS, 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 Softwar ... Posted: 2008-10-15 16:39:17 by Jerry Makare (Intel), Bruce Mossman (Intel), venkatrajaraman | Intel Software Partner Program, Take Five Videos, GDC Austin, Domain of Heroes, Aaron Murray, game development, 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 by Jerry Makare (Intel), Tonya Bowes (Intel), venkatrajaraman | Intel Software Partner Program, Take Five Videos, GDC Austin, Tandem Games, Domain of Heroes, Aaron Murray, game demo contest, intel, 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 a ... Posted: 2008-10-13 12:37:04 by Jerry Makare (Intel), Arzhange Safdarzadeh (Intel) | Take Five Videos, Intel Software Network, GDC Austin, Arzhange Safdarzadeh, Integrated Graphics, intel, visual computing, framerate, DirectX 10 |
| 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 s ... Posted: 2008-10-13 12:30:18 by Jerry Makare (Intel), Raymond Paik (Intel), venkatrajaraman | Intel Integrated Graphics, Take Five Videos, GDC Austin, Spore, EA, Ray Paik, 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 Colla ... Posted: 2008-10-15 16:37:14 by Jerry Makare (Intel), Rita Turkowski (Intel), venkatrajaraman | collada, Take Five Videos, Intel Software Network, Uli Klumpp, Smith Micro Software, Plugfest, 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 lear ... Posted: 2008-10-15 16:37:41 by Jerry Makare (Intel), Tonya Bowes (Intel), venkatrajaraman | Take Five Videos, Intel Software Network, GDC Austin, Goo, Pillowfort, Tommy Refenes, game demo contest, intel, 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. ... Posted: 2008-10-15 16:36:36 by Jerry Makare (Intel), John Mchugh (Intel) | Take Five Videos, Intel Software Network, GDC Austin, Intel Tools, Destroy the Castle, Smoke, brad werth, threading, multicore, 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 Warcra ... Posted: 2008-10-13 12:17:08 by Jerry Makare (Intel), Brad Werth (Intel) | Take Five Videos, Intel Software Network, GDC Austin, Pet Me, High End Animation, brad werth, 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 tur ... Posted: 2009-06-18 18:15:22 by Steve Pitzel (Intel) | havok, 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 Cl ... Posted: 2009-06-18 18:13:58 by Steve Pitzel (Intel) | game development, visual computing |
| 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 Netw ... Posted: 2008-10-15 12:34:49 by Jerry Makare (Intel), Gina Bovara (Intel) | Intel Software Network, visual computing |
| Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 2 [Videos] Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows pro ... Posted: 2008-10-15 12:58:49 by Jerry Makare (Intel), venkatrajaraman | siggraph, animator, visual effects, visual computing, animation production, workflow acceleration |
| 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 by Jerry Makare (Intel), venkatrajaraman | siggraph, visual computing, 3D Buzz, Unreal Engine 3 |
| 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 by Jerry Makare (Intel), shainer@mellanox.com, venkatrajaraman | Nehalem, visual computing, image compositing, scalable graphics |
| 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 by Jerry Makare (Intel), shainer@mellanox.com, venkatrajaraman | Nehalem, visual computing, image compositing, scalable graphics |
| 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 plea ... Posted: 2008-10-15 14:56:54 by Jerry Makare (Intel), venkatrajaraman | siggraph, Take Five Videos, Intel Software Network, Softimage, Ice, Phil Avanzato, visual computing |
| 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 o ... Posted: 2008-10-15 16:26:21 by Jerry Makare (Intel), venkatrajaraman | tool, siggraph, artist, visual computing, Uwe Maurer, scalability |
| 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 by Johnny Lee (Intel), Jerry Makare (Intel), venkatrajaraman | Wii, Infrared, visual computing, Johnny Lee, hack, interactive whiteboard |
| Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 1 [Videos] Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows pro ... Posted: 2008-10-16 11:41:35 by Jerry Makare (Intel), venkatrajaraman | siggraph, animator, visual effects, visual computing, animation production, workflow acceleration |
| 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 by Jerry Makare (Intel), venkatrajaraman | OpenGL, visual computing, virtual reality, displays, Conduit |
| After Effects, CS3 & Multi-core Technology Part 2 [Videos] Kevan O'Brien, Adobe Systems Field Engineer, talks about using Adobe's tapeless pipeline. This is a must watch for film and video post-production. For more information visit: www.adobe.com ... Posted: 2008-10-16 11:44:09 by Kevin O brien (Intel), Jerry Makare (Intel), Sharon Greenfield (Intel), venkatrajaraman | rendering, multicore, visual computing, After Effects, speed, Adobe Premiere |
| After Effects, CS3 & Multi-core Technology Part 1 [Videos] Kevan O'Brien, Adobe Systems Field Engineer, talks about using Adobe's tapeless pipeline. This is a must watch for film and video post-production. For more information visit: www.adobe.com ... Posted: 2008-10-16 11:44:45 by Kevin O brien (Intel), Jerry Makare (Intel), Sharon Greenfield (Intel), venkatrajaraman | rendering, multicore, visual computing, After Effects, speed, tapeless pipeline, Adobe Premiere |
| Моделирование без моделирующего устройства [Knowledgebase] Введение Авторы: Сергей Желтов и Станислав Братанов В этом документе сделан обзор технологии автоматическо ... Posted: 2008-07-28 15:04:56 by | physics, visual computing |
| The 3D Production Pipeline for Games: Getting it There [Knowledgebase] The Challenge of Animating the Artist's Dream Figure 1 - Artist's lament: "It never looks quite the same in the game…"Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDi ... Posted: 2009-06-19 23:52:20 by Steve Pitzel (Intel) | inverse kinematics, polygonal modeling, animator, game development, specular map, digital content creation, texture map, global illumination, NURBS, visual computing, bump map |
| Building a Better AppWizard [Knowledgebase] by Will Damon, Dean Macri, and Kim Pallister Introduction Back in July of 2000, we published an article on the Intel® Developer Services website explaining how to go about authoring a custom M ... Posted: 2009-06-18 15:44:34 by Dean Macri (Intel), Kim Pallister (Intel), William Damon (Intel) | game development, visual computing |
| Просто об импостерах [Knowledgebase] Введение Рендеринг сложных динамических сцен в реальном времени – довольно сложная задача. Разработчики, к ... Posted: 2009-02-04 13:20:16 by William Damon (Intel) | texture map, visual computing |
| 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 10:38:15 by Jeff Andrews (Intel) | global illumination, visual computing |
| Построение теней в реальном времени по методу Shadow Volumes [Knowledgebase] Введение Щекочущее нервы наслаждение эффектом присутствия в компьютерных играх рождается, в том числе, и пр ... Posted: 2009-02-05 01:30:44 by bryant-freitag2, Jason M Bestimt | ray tracing, texture map, visual computing, immersive interactivity |
| Voxel-Based Graphics on Intel Architectures [Knowledgebase] by Vittorio Accomazzi — Cedara Software Corporation Introduction Voxel Graphics is a means of modeling 3D objects with sampled points (voxels) instead of surfaces. Benefits of this technology ... Posted: 2009-06-20 17:32:20 by vittorio@cedara.com | polygonal modeling, texture map, visual computing, immersive interactivity |
| 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: 2009-06-18 17:17:22 by Steve Pitzel (Intel) | polygonal modeling, visual computing |
| 多线程渲染与物理模拟 [Knowledgebase] 介绍 作者:英特尔软件与解决方案事业部 Rajshree Chabukswar、Adam T. Lake 和 Mary R. Lee 了解如何通过简单的物理模拟演示来消除多线程环境中的渲染与物理 ... Posted: 2008-05-11 15:34:44 by | Multithreading, physics, visual computing |
| 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, aud ... Posted: 2009-06-18 10:04:01 by | digital content creation, multimedia, 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 en ... Posted: 2009-09-08 15:50:33 by Adam Lake (Intel) | game development, Intel® GMA, visual computing |
| Simulating Cloth for 3D Games [Knowledgebase] by Dean Macri Introduction We all live in the real world where things behave according to the laws of physics that we learned about in high school or college. Because of this, we're all expert ... Posted: 2009-06-19 18:57:22 by Dean Macri (Intel) | physics, texture map, NURBS, visual computing |
| An Introduction to Neural Networks with an Application to Games [Knowledgebase] by Dean Macri Introduction Speech recognition, handwriting recognition, face recognition: just a few of the many tasks that we as humans are able to quickly solve but which present an ever increasin ... Posted: 2009-11-03 14:02:36 by Dean Macri (Intel) | Game programming, physics, visual computing |
| Smoother Animation With Intel® Core™ i7 Processors [Knowledgebase] by Steve Pitzel Introduction: Disguising seams in NURBS models Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking aut ... Posted: 2009-09-14 14:27:25 by | , Core i7, artist, polygonal modeling, animator, digital content creation, texture map, NURBS, visual computing, hide seams, NURBS modeling |
| Character Animation: Skeletons and Inverse Kinematics [Knowledgebase] By Steve Pitzel Introduction So you've built your Gothic castle—it's time for your hero to dash into play and defend the battlements. Your gaming engine supports skeletons, an animation system cal ... Posted: 2009-06-18 16:43:40 by Steve Pitzel (Intel) | inverse kinematics, polygonal modeling, animator, digital content creation, NURBS, visual computing |
| You're Singing My Toon: Cartoon Style Nonphotorealistic Rendering in Macromedia's* Shockwave 3D [Knowledgebase] Introduction "When you see a comics rack, even at a distance of ten to fifteen feet, you're overwhelmed by the energy and the grossness and the vulgarity and the pure vitality that's spilling off tha ... Posted: 2009-06-20 17:33:45 by David Bookout (Intel) | animator, digital content creation, texture map, visual computing |
| Achieving Performance: An Approach to Optimizing a Game Engine [Knowledgebase] by Will Damon Introduction Wanting to try out something new for GDC 2002, a few game developers got together and invented the Dogma 2001 Challenge*. Chris Hecker and Sean Barrett, two of the origina ... Posted: 2009-10-30 16:00:21 by William Damon (Intel) | game development, physics, visual computing |
| Creating A Custom Appwizard for 3D Development [Knowledgebase] by Kim PallisterIntel Corporation The scene opens on a dusty street in an old western town. Under the blistering sun at high noon, two programmers face each other at 10 paces. From under the brim of ... Posted: 2009-06-18 17:29:17 by Kim Pallister (Intel) | coding, global illumination, visual computing |
| Using NURBS Surfaces in Real-time Applications [Knowledgebase] Alternatives to Polygonal Models Despite the widespread use of polygonal models for representing 3D geometry, the quest goes on to find suitable alternatives, particularly since the limitations of po ... Posted: 2009-06-20 16:34:09 by Dean Macri (Intel) | polygonal modeling, physics, texture map, NURBS, visual computing |
| Rendering to Texture Surfaces Using Microsoft DirectX7* API [Knowledgebase] by Kim Pallister Introduction Developing for the current generation PC platform rewards software developers working in 3D with both blessings and curses. On the positive side, PC's are delivering ro ... Posted: 2009-06-19 18:51:51 by Kim Pallister (Intel) | ray tracing, game development, texture map, visual computing, bump map |
| Open Source Game Development [Knowledgebase] Introduction A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine ... Posted: 2009-06-19 11:34:00 by | coding, Game programming, game development, physics, visual computing |
| 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, ... Posted: 2008-10-27 14:41:41 by Jerry Makare (Intel), Tonya Bowes (Intel) | GDC Intel, Take Five Videos, Intel Software Network, GDC Austin, Tonya Bowes, game demo contest, visual computing |
| Using Hyper-Threading Technology in Digital Media Applications [Knowledgebase] by Andrew Binstock Introduction How to squeeze the maximum performance from Hyper-Threading Technology and get the most punch from your processor's execution pipelines. The release of the 3.06 ... Posted: 2009-08-21 12:42:59 by Andrew Binstock | encoding, threading, multimedia, visual computing |
| Intel® 3D Software Technologies [Knowledgebase] Intel® Software Network Intel is teaming with Macromedia to deliver 3D technologies to the Internet. Macromedia Director* 8.5 Shockwave* Studio includes new jointly developed 3D authoring capabilit ... Posted: 2009-06-18 18:44:26 by | photorealistic rendering, 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 ... Posted: 2009-06-18 18:33:32 by Eric Palmer (Intel) | coding, game development, 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 ... Posted: 2009-06-17 17:12:14 by | specular map, visual computing |
| 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 ... Posted: 2008-11-20 08:15:17 by Steve Pitzel (Intel) | game developer, graphics developer, Integrated Graphics, visual computing, graphics |
| Smoke - демонстрация разработки игрового движка [Knowledgebase] What If Software | Информация о продукте | Дополнительная информация | Системные требования | ЧАВо | Контактные лица ... Posted: 2009-07-24 06:48:30 by Orion Granatir (Intel) | havok, Smoke, разработка игр, visual computing |
| 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 digi ... Posted: 2009-06-18 17:58:48 by | 3d, game development, fraps, 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® analy ... Posted: 2008-11-17 15:38:53 by Joel De Guzman (Intel), venkatrajaraman | Multithreading, Vtune, Core i7, visual computing, graphics, stutter free playback, processing speed |
| Adobe Creative Suite 4 and Intel Core i7 processors [Videos] Kevan O'Brien, Solutions Expert Dynamic Media and Enzo Guerra, Software Architect discuss how Adobe and Intel offer creative professionals a powerful combination of increased performance from Core i7, ... Posted: 2008-11-17 16:09:09 by Amy Barton (Intel), Sharon Greenfield (Intel), venkatrajaraman | Adobe, Creative Suite, rendering, Core i7, video, intel, threading, visual computing, speed |
| Распространенные заблуждения об интегрированной графике Intel® [Knowledgebase] Интегрированные графические адаптеры Intel® GMA X3000 Графические ускорители Intel® Graphics Media Accelerator (GMA) X3000 удовлетво ... Posted: 2008-06-03 20:34:00 by Chuck De Sylva (Intel) | Integrated Graphics, visual computing |
| Tips For Developers: The Deadly Light [Knowledgebase] by Yakov Sumygin Tips on optimization of applications for Intel GMA X3000- X3100 The latest Intel video adapters are limited in terms of pixel rendering speed. Thus, it is necessary to provid ... Posted: 2009-06-20 21:17:23 by | coding, physics, global illumination, visual computing, bump map |
| Implementation of Fast Fourier Transform for Image Processing in DirectX 10 [Knowledgebase] Download Sample Code FFTDX10.zip [ZIP | 6.36MB] Introduction The Discrete Fourier Transform (DFT) is a specific form of Fourier analysis to convert one function (often in the time or spat ... Posted: 2009-09-08 15:54:23 by Raghupathi Muthyalampalli (Intel) | texture map, visual computing |
| Победители конкурса Intel Game Demo Contest 2007! [Knowledgebase] Поздравляем всех, кто участвовал в конкурсе Intel Game Demo Contest. В общей сложности в конкурсе приняли участие 145 ф ... Posted: 2009-02-04 13:07:44 by | Integrated Graphics, visual computing |
| 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 materi ... Posted: 2009-06-18 19:00:11 by Gina Bovara (Intel) | Events, havok, GDC Intel, conferences, game developers conference, Smoke, gaming, larrabee, gdc, inverse kinematics, game development, visual computing, graphics |
| Videos: Game Development Tools and Multicore [Blogs] Most of the Game Developer Videos are now live on our new Take Five video site. There are so many great videos - I've already blogged about Skull Trail and the Game Demo Contest Winners and appr ... Posted: 2008-03-26 13:54:30 by Amy Barton (Intel) | collada, Softimage, Allegorithmics, Game Creators, Luxology, partner, TDVision, gaming, mobile, contest, multi-core, 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 no ... Posted: 2009-06-18 14:37:59 by | havok, Smoke, Game programming, visual effects, game development, physics, visual computing |
| Проектируем архитектуру параллельного игрового движка [Knowledgebase] Разработка параллельной среды игрового движка (PDF) 1. Введение С приходом на рынок многоядерных процессоров ... Posted: 2009-02-19 08:52:10 by | game development, physics, visual computing |
| 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, ... Posted: 2009-06-18 18:34:58 by | coding, visual computing |
| 主流图形硬件上的多线程阴影锥 [Knowledgebase] 简介 本白皮书主要介绍一些在主流图形硬件上实时生成阴影的技术。阴影可增加 3D 图像的逼真度。纹理精确度低会导致阴影贴图受到抗锯齿假象的影 ... Posted: 2008-07-08 02:04:07 by David Bookout (Intel), sgsubram | global illumination, visual computing |
| Procedural Terrain Generation With Fractional Brownian Motion [Knowledgebase] Introduction The computer graphics industry has a long history of attempting to model real world terrain. These efforts try to capture the seemingly limitless complexity of natural terrain ... Posted: 2008-07-08 02:07:09 by | Game programming, texture map, visual computing |
| 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 o ... Posted: 2009-06-17 17:00:41 by Lakshminarasimhan Ranganathan (Intel) | Integrated Graphics, visual computing |
| Quake Wars* Gets Ray Traced [Knowledgebase] A scene unfolds in the computer room of a major university. Those watching sense electricity in the air, the kind of tension that builds before a thunderstorm, as a cluster of 20 networked PCs, each e ... Posted: 2009-08-12 16:20:40 by Daniel Pohl (Intel) | larrabee, ray tracing, game development, specular map, physics, texture map, visual computing, bump map |
| 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. T ... Posted: 2009-06-18 18:36:16 by | coding, 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 informatio ... Posted: 2009-06-18 17:01:27 by | tools, Povray, compiler, ray tracing, visual computing, graphics |
| Prizes - Havok™ Physics Innovation Contest [Knowledgebase] Havok™ and the Intel® Software Network are please to offer the following prizes. We have cash, all access passes to the top game development conference, gaming hardware, and gift cards. We’re sur ... Posted: 2009-06-19 14:10:26 by | havok, physics, visual computing |
| Havok™ Physics Innovation Contest : Official Rules [Knowledgebase] Innovate with Havok™ Physics and Animation -- Win Cash and Game PCs! We want to see what you can do with the recently released Intel-sponsored versions of Havok Physics and Animation for the P ... Posted: 2009-06-18 18:28:38 by | havok, physics, visual computing |
| 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 16:42:09 by | Multi-threading, 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 clas ... Posted: 2009-10-07 13:31:25 by Chuck De Sylva (Intel), Jeff Andrews (Intel) | Integrated Graphics, visual computing, fluid simulation, perlin fog |
| Havok Talks Simulating Real-World Physics [Knowledgebase] By Lee Purcell Download PDF Havok Talks Simulating Real-World Physics** Physics - that fascinating branch of science that traditionally puts high school students into a REM sleep state - has also g ... Posted: 2009-06-19 23:16:47 by | havok, game development, physics, visual computing |
| Inking the Cube: Edge Detection with Direct3D 10 [Knowledgebase] "This article originally appeared in Game Developer magazine, and appears with the permission of Think Services." Edge detection techniques are fundamental to non-photorealistic rendering algorithms. ... Posted: 2009-06-18 18:40:55 by Joshua Doss (Intel) | Game programming, physics, photorealistic rendering, visual computing |
| Rendering grass with Instancing in DirectX 10 [Knowledgebase] IntroductionRendering realistic looking grass in real-time is hard, especially on consumer graphics hardware because of its geometric complexity. The intent of this article and source provided is to i ... Posted: 2009-06-19 18:48:45 by | game development, texture map, visual computing |
| Multi-Threaded Architectures for Real-Time Deep Ocean Simulation [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: 2009-06-19 11:20:17 by Adam Lake (Intel), David Reagin (Intel) | Integrated Graphics, visual computing |
| Sun + Intel + OpenSolaris + 2 Years = The Year of Core [Blogs] Today is the second anniversary of the Sun and Intel joint agreement to optimize the Solaris operating system for Intel Xeon processors. Like last year, when I wrote this summary of our work, I decid ... Posted: 2009-01-22 23:02:24 by David Stewart (Intel) | virtualization, power management, Threading Building Blocks, SSE, IOMMU, Intel Core Microarchitecture, ACPI, OpenSolaris, IOAT, DTrace, new instructions, NUMA, Xen, xVM, Dunnington, Fault Management Architecture, Intel Centrino2 processor, Intel Xeon processor, powertop, x2APIC, Wireless, FMA, Nehalem, Solaris, visual computing |
| Метод точного рендеринга частиц объема с помощью пиксельного шейдера [Knowledgebase] Многие игры, даже работающие на современном «продвинутом» оборудовании, рендерят частицы с помощью смотрящ ... Posted: 2009-04-01 06:19:49 by | Smoke, visual effects, game development, physics, texture map, visual computing |
| Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading [Knowledgebase] By Lee Purcell Download PDF Microsoft Flight Simulator X Soars to New Heights with Multi-Threading** For many pilots, no sensation evokes greater pleasure than that fleeting moment when gravity is ... Posted: 2009-06-19 11:04:50 by | Parallel Programming, game development, texture map, 3d modeling, visual computing |
| Multi-Threading Goo!: A Programmer’s Diary [Knowledgebase] by Tommy Refenes Download PDF Multi-Threading Goo!: A Programmer's Diary** I'll admit it. I'm a speed freak. (I tried to get help, but it turns out those clinics by the train station are for someth ... Posted: 2009-06-19 11:25:41 by | Integrated Graphics, game development, physics, visual computing |
| A Landmark in Image Processing: DMIP [Knowledgebase] By Lee Purcell Download PDF A Landmark in Image Processing: DMIP** Wherever you look, the graphical resolution of commonly used digital image formats is steadily increasing, resulting in larger fil ... Posted: 2009-09-08 15:42:46 by | Integrated Graphics, animator, digital content creation, physics, visual computing |
| 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 m ... Posted: 2009-02-06 04:20:29 by Sharon Greenfield (Intel) | Adobe, Core i7, intel, Gareth Edwards, visual computing, brilliant, budget filmmaking |
| 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 wh ... Posted: 2009-02-12 15:29:36 by JERRY BAUGH (Intel) | author, Take Five Videos, Intel Software Network, Mark Van Name, Pricipled Technologies, Sci Fi, Future, intel, visual computing, graphics |
| 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 be ... Posted: 2009-03-13 09:59:14 by Gina Bovara (Intel) | collada, bio, biography, remi arnaud, game engine, visual computing |
| Руководство разработчика по Intel® GMA 3000 и X3000 [Knowledgebase] Введение Intel® GMA X3000 – это четвертое поколение графических ядер Intel Integrated Graphics. Подобно своим предшес ... Posted: 2008-04-10 16:40:13 by Chuck De Sylva (Intel) | 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 st ... Posted: 2009-06-18 14:41:50 by jhurliman | virtual worlds, visual computing |
| 逐鹿2009 — 竞赛奖品 [Knowledgebase] 英特尔® 视觉冲击 — 逐鹿2009竞赛奖品每个竞赛类别的前三名为获奖者。获奖者的奖品列举如下。 ... Posted: 2009-06-25 17:59:34 by 穆丽虹 (Intel) | contest, game development, visual computing |
| 英特尔® 图形性能分析器 [Knowledgebase] 英特尔® 图形性能分析器 一套支持简单易用界面的完整工具套件 英特尔® 图形性能分析器(又称英特尔® GPA)是一套功能强大且灵活的工具套件 ... Posted: 2009-04-20 02:39:24 by Steve Pitzel (Intel) | Integrated Graphics, Intel® GPA, 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 15:41:06 by | Parallel Programming, visual effects, 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 g ... Posted: 2009-06-19 10:39:54 by | coding, game development, 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 co ... Posted: 2009-06-19 11:31:52 by Orion Granatir (Intel) | game development, 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 appli ... Posted: 2009-06-18 18:00:26 by | Integrated Graphics, visual computing |
| Havok Physics Innovation Contest Winners [Knowledgebase] Thanks to all the participants and congratulations to the following entries who were selected by our panel of judges. They get to take home the following cash and hardware prizes: Category 1 - Most ... Posted: 2009-06-18 18:27:00 by | havok, physics, visual computing |
| 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 evalua ... Posted: 2009-03-18 12:08:36 by Aaron Davies (Intel), venkatrajaraman | Take Five Videos, game developers conference, Integrated Graphics, GPA, gdc, Graphics Perfomance Analyzer, 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® Graph ... Posted: 2009-03-18 12:39:29 by venkatrajaraman | Take Five Videos, game developers conference, Integrated Graphics, GPA, gdc, Graphics Performance Analyzer Suite, Demigod, intel, visual computing, graphics |
| 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 Netwo ... Posted: 2009-06-20 17:28:47 by | visual computing |
| Project Offset GDC 2006 [Videos] Release of video at GDC (Game Developers Conference) 2006 ... Posted: 2009-03-18 14:17:20 by Project Offset, Sharon Greenfield (Intel), Steve Pitzel (Intel) | rendering, gdc, Project Offset, artist, animator, visual computing, motion blur, soft shadow |
| C++ Larrabee Prototype Library [Knowledgebase] OverviewThis .inl file provides a C++ implementation of the Larrabee new instructions. It allows developers to experiment with developing Larrabee code without a Larrabee compiler and without Larrab ... Posted: 2009-06-19 14:15:29 by | larrabee, 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 Co ... Posted: 2008-09-05 22:25:14 by pasanders, Sharon Greenfield (Intel), venkatrajaraman | threading, game development, visual computing, core 2 extreme, framerate |
| 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 ... Posted: 2009-03-23 21:42:07 by Paul Lindberg (Intel), venkatrajaraman | Take Five Videos, Smoke, parallel studio, gdc, awesomeness, intel, parallel amplifier, parallel, threading, game development, visual computing, concurrent code |
| 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 w ... Posted: 2009-03-23 23:22:32 by Brad Werth (Intel), venkatrajaraman | Take Five Videos, thread, Smoke, parallel studio, awesomeness, intel, parallel amplifier, parallel, threading, multicore, game development, visual computing, concurrent code |
| 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 ... Posted: 2009-03-24 00:20:54 by Orion Granatir (Intel), venkatrajaraman | paralleism, multi core, Take Five Videos, parallel studio, gdc, awesomeness, intel, parallel amplifier, threading, game development, visual computing, concurrent code |
| 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 th ... Posted: 2009-03-24 01:55:44 by Paul Lindberg (Intel), venkatrajaraman | parallelism, multi core, Take Five Videos, parallel studio, gdc, awesomeness, intel, parallel amplifier, parallel, threading, game development, visual computing, concurrent code |
| GDC'09 Prefab Teaser [Videos] GDC'09 Prefab Teaser ... Posted: 2009-03-24 10:33:35 by Project Offset, venkatrajaraman | game developers conference, gdc, Project Offset, game development, visual computing |
| Intel® Graphics Performance Analyzers (Intel® GPA) Quick Start Guide [Knowledgebase] NOTE: even though the screen shots depicted in this article were created with GPA Version 2.0, this Quick Start Guide shows how to use some of the key features of the product, and is therefore still u ... Posted: 2009-10-30 13:04:55 by Neal P (Intel), Sharon Greenfield (Intel) | Integrated Graphics, GPA, graphics performance analyzers, Quick Start Guide, texture map, visual computing, graphics |
| Collada-Collboration [Videos] ... Posted: 2009-03-25 18:16:21 by Project Offset, Sharon Greenfield (Intel), Steve Pitzel (Intel) | Project Offset, artist, animator, visual computing |
| Blockout Elevator [Videos] ... Posted: 2009-03-25 18:24:48 by Project Offset, Sharon Greenfield (Intel) | Project Offset, artist, animator, visual computing |
| Creating Complex [Videos] ... Posted: 2009-03-26 10:14:51 by Project Offset, Sharon Greenfield (Intel) | Project Offset, artist, animator, visual computing |
| Destruction [Videos] ... Posted: 2009-03-26 10:17:56 by Project Offset, Sharon Greenfield (Intel) | Project Offset, artist, animator, visual computing |
| Meteor [Videos] ... Posted: 2009-03-26 10:22:14 by Project Offset | Project Offset, visual effects, ray tracing, global illumination, visual computing, bump map, blendshape |
| Meteor Behind the Scenes [Videos] ... Posted: 2009-03-26 10:28:39 by Project Offset | Project Offset, visual effects, ray tracing, global illumination, visual computing, bump map, blendshape |
| 面向 3D 游戏优化的基于 CPU 的贴皮技术 [Knowledgebase] 概述 作者:Leigh Davies 逼真的 3D 角色模型在许多计算机游戏中的作用越来越重要。有机模型(如人)比刚体更难渲染,这是因为定义模型形状的网格会 ... Posted: 2008-05-11 21:01:29 by | game development, texture map, visual computing |
| Game Physics Performance on Larrabee [Knowledgebase] Game physics is at the heart of any modern game engine which employs the laws of physics to simulate life-like movement and interaction between objects, such as rigid and deformable bodies, cloth, and ... Posted: 2009-08-11 09:19:48 by Steve Pitzel (Intel) | larrabee, physics, visual computing |
| 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 te ... Posted: 2009-06-18 16:40:23 by Preethi Raj (Intel), Mukesh B V (Intel), Udaysimha Mysore (Intel) | Core i7, India Case Study, Core i7 Case study, real image case study, digital content creation, multimedia, 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 informa ... Posted: 2009-03-31 15:31:13 by Aaron Davies (Intel), Sharon Greenfield (Intel), venkatrajaraman | Take Five Videos, Intel Tools, game developers conference, aaron davies, GPA, graphics performance analyzers, gdc, Graphics Performance Analyzer Suite, intel, 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 g ... Posted: 2009-03-31 16:01:51 by Brad Werth (Intel), venkatrajaraman | Threading Building Blocks, Take Five Videos, Intel Software Network, Intel Tools, TBB, game developers conference, brad werth, gdc, intel, game development, visual computing |
| 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 by Edward Plowman (Intel), venkatrajaraman | Intel Software Partner Program, Take Five Videos, Intel Software Network, game developers conference, ed plowman, gdc, multi-core, visual computing |
| Autodesk Perspectives on the Intel(R) Xeon 5500 Series [Videos] The Nehalem architecture has arrived for servers and workstations. Check out what AUTODESK leaders have to say about the new Intel(R) Xeon 5500 Series processors and how it performs with their leadin ... Posted: 2009-03-31 18:00:27 by Sharon Greenfield (Intel), Steve Pitzel (Intel) | xeon, Vtune, Visual Adrenaline, Nehalem, Autodesk, intel, artist, animator, multicore, visual computing, graphics, Autodesk 3ds Max, manycore, xeon 5500 series |
| 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 env ... Posted: 2009-04-01 11:24:04 by Orion Granatir (Intel), venkatrajaraman | ai, Game Developer Conference, Take Five Videos, Intel Software Network, Smoke, orion granatir, gdc, threading, 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 e ... Posted: 2009-04-01 11:40:34 by Tom Forsyth (Intel), venkatrajaraman | Take Five Videos, Intel Software Network, game developers conference, larrabee, tom forsyth, gdc, intel, 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 comp ... Posted: 2009-04-01 13:13:16 by Jerry Makare (Intel), venkatrajaraman | Take Five Videos, gdc, intel, Procedurlaism, Jeff Lait, Software Network, visual computing, graphics |
| 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. T ... Posted: 2009-04-02 11:34:00 by Jerry Makare (Intel), Sharon Greenfield (Intel) | Intel Software Partner Program, audio, Game Developer Conference, Take Five Videos, Intel Software Network, gdc, Justin Lassen, artist, game development, visual computing, audio artist |
| 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 " ... Posted: 2009-04-02 11:49:28 by Jerry Makare (Intel), venkatrajaraman | Intel Integrated Graphics, Game Developer Conference, Ray Paik, optimization, Core i7, gdc, Activision, Monsters vs. Aliens, Sega, Empire: Total War, visual computing |
| Videos Posted From GDC - More Coming [Blogs] I like many, didn't get to go to GDC this year. For me, it was a family vacation that kept me away. Have no fear... we've captured many of the Intel activities on video -- sessions, lounge chalk ... Posted: 2009-04-03 11:49:04 by Amy Barton (Intel) | RSS, gdc, video, intel, threading, visual computing, graphics |
| 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 optim ... Posted: 2009-04-03 15:15:50 by Bruce Mossman (Intel), Steve Pitzel (Intel) | Intel Software Partner Program, Game Developer Conference, partner, gdc, Jeff Lait, Side Effects Software, houdini, visual computing |
| 2K Textures in 2KB Using Allegorithmics "Substance" [Videos] Frederic Moreau of Allegorithmic demos Substance at the Intel booth at GDC 2009. Substance is a texturing tool that is a middleware that integrates into the pipeline. The technology allows users to ... Posted: 2009-04-03 16:38:21 by Jerry Makare (Intel), Sharon Greenfield (Intel), Gina Harris (Intel) | Take Five Videos, Intel Software Network, game developers conference, Allegorithmics, gdc, Visual Adrenaliine, Substance, animator, specular map, texture map, visual computing, normal map, blendshape |
| 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 i ... Posted: 2009-04-06 13:35:14 by Jerry Makare (Intel), venkatrajaraman | Game Developer Conference, Take Five Videos, Intel Software Network, gdc, Visual Adrenaline, Umbra, Occlusion Boosting, Teppo Soininen, 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 V ... Posted: 2009-04-06 15:08:51 by Jerry Makare (Intel), Steve Pitzel (Intel) | Game Developer Conference, Take Five Videos, Intel Software Network, gdc, Visual Adrenaline, Autodesk, Maya 2009, Motion Builder 2009, artist, animator, digital content creation, visual computing, Autodesk Maya |
| A Chat with Intel Software Partner Program Member Tandem Games Artist [Videos] Tandem Games is a member of the Intel Software Partner Program. Take Five Videos caught up with new member of the Tandem Games team Fernando Baz. Fernando is one of the artists working on the casual g ... Posted: 2009-04-14 14:59:52 by Jerry Makare (Intel), Sharon Greenfield (Intel) | Intel Software Partner Program, Game Developer Conference, Take Five Videos, Intel Software Network, Tandem Games, Domain of Heroes, ISPP, gdc, Fernando Baz, artist, animator, game development, visual computing |
| Creating the Best Possible Content by Using the Best Possible Tools [Videos] Remi Arnaud discusses the session that he presented with Project Offset's Ian Lewis at GDC 2009. Time and cost are the demons that plague every game. We have created a content-centered development tea ... Posted: 2009-04-14 16:18:37 by Remi Arnaud (Intel), Sharon Greenfield (Intel), venkatrajaraman, Steve Pitzel (Intel) | Game Developer Conference, collada, gaming, remi arnaud, gdc, Visual Adrenaline, Project Offset, artist, animator, digital content creation, visual computing |
| 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 by bkon | quality enhancement, visual computing |
| Eurographics 2009 [Videos] Eurographics 2009 participation was a wonderful experience with a total of 450 attendees from all over the world; an invited talk by Matt Pharr attended by over 150 and another 85 attended the industr ... Posted: 2009-04-15 02:02:46 by Sharon Greenfield (Intel), venkatrajaraman | intel, animator, Smoke Demo, ray tracing, visual computing, Eurographics |
| 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, includi ... Posted: 2009-09-08 15:41:36 by Eric Sardella (Intel) | h.264, Integrated Graphics, AVC, video acceleration, DirectX, visual computing |
| 利用多核扩充性能 [Knowledgebase] 隆重推介 SMOKE 框架和演示作者:Orion Granatir 和 Ryan Shrout 继 2004 年主频大战使处理器技术改进步伐开始变缓之后,第一款多核处理器在主流市场的投放 ... Posted: 2009-06-18 08:17:33 by Orion Granatir (Intel) | havok, Smoke, game development, physics, visual computing |
| 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 u ... Posted: 2009-08-17 09:00:09 by Gina Bovara (Intel) | Events, siggraph, conferences, animation, visual computing, graphics |
| Data Decomposition: Sharing the Love and the Data [Knowledgebase] Data decomposition is a highly effective technique for breaking work into small tasks that can be parallelized. Do it well, and performance of your games and visual applications will noticeably improv ... Posted: 2009-11-05 12:38:59 by | Smoke, larrabee, data decompostion, game development, physics, visual computing |
| Two Brains Are Better Than One [Knowledgebase] How to thread game AI Artificial intelligence (AI) drives gameplay—whether you’re talking about a complex system of AI or a simple scripting engine. To really maximize your AI’s potential, it n ... Posted: 2009-06-20 00:45:23 by Orion Granatir (Intel) | Multi-thread apps for Multi-Core, Artificial intelligence, How to thread?, Smoke, Design, multi-core, physics, visual computing |
| How Special Silicon Facilitates Parallel Arithmetic [Knowledgebase] One of the most effective forms of parallelization is found deep inside Intel® x86 processors: the ability to execute parallel calculations with a single instruction. You can do this manually or let ... Posted: 2009-06-18 18:31:49 by | simd, Multi-thread apps for Multi-Core, SSE, game development, physics, visual computing |
| Procedural Spooling In Games [Knowledgebase] By Mick West[In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games.]In a game w ... Posted: 2009-06-19 14:11:54 by | procedural spooling, game development, physics, NURBS, visual computing |
| 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 cu ... Posted: 2009-10-29 07:35:38 by Steve Pitzel (Intel) | inverse kinematics, IK, character setup, character rig, animation, game character, feature character, simple 2-joint knee, 2-bone knee, IK handle, how to animate, visual computing |
| 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 ... Posted: 2009-06-20 16:23:02 by | ray tracing, game development, visual computing, graphics |
| The Intel Visual Computing Institute Opens in Saarbrucken! [Blogs] This is a landmark day for the virtual world. Intel has essentially made a 12 million dollar investment to make sure that world "looks, acts, and feels" real with the opening of the Intel VCI this ... Posted: 2009-05-12 05:41:56 by Steve Pitzel (Intel) | acts real, feels real, immersive environment, Intel VCI, IVCI, lifelike environment, looks real, Saarbrucken, VC, Visual Computing Institute, visual computing, graphics |
| 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 visua ... Posted: 2009-05-12 12:31:19 by JERRY BAUGH (Intel), venkatrajaraman | Take Five Videos, Intel Software Network, larrabee, intel, Visual Computing Institute, Justin Rattner, visual computing |
| SIGGRAPH is coming up; make plans to attend! [Blogs] SIGGRAPH 2009 in New Orleans, LA is coming up August 3 through 7 - I hope you're busy making your plans to attend now since it will be a blockbuster show! 25,000 professionals and students are expec ... Posted: 2009-05-14 08:55:30 by Gina Bovara (Intel) | Events, siggraph, conferences, acm, animation, visual computing, graphics |
| Smoke Demo explained [Videos] ... Posted: 2009-05-19 07:33:32 by Stephanie Brumat (Intel), venkatrajaraman | Smoke Demo, visual computing |
| Ray Tracing Demo explained [Videos] ... Posted: 2009-05-19 07:50:58 by Stephanie Brumat (Intel), venkatrajaraman | Ray Tracing Demo, visual computing |
| 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 by Stephanie Brumat (Intel) | Multi-Core Programming, 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 c ... Posted: 2009-06-20 17:45:09 by | rendering, Game programming, shallow wave simulation, wave simulation, texture map, visual computing, normal map |
| 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 by stephaggie99@gmail.com | parallelisation, visual computing |
| 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 by Lee Bamber, venkatrajaraman | havok, tools, game developers conference, Visual Adrenaline, Havok Cloth, Havok Destruction, Behaviors, GDC 2009, 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 S ... Posted: 2009-10-29 07:38:13 by Steve Pitzel (Intel) | artist, iris, pupil, character setup, character rig, believable eyes, wire tool, animation, animator, modeling eyes, polygon, lattice, wire deformer, animation;, digital content creation, visual computing |
| seeing eyes part 2 handling eyelashes with blend shapes [Knowledgebase] There are lots of ways of dealing with eyelashes - everything from just painting them on to using full-fledged hair or fur systems. Another way is to handle them as separate pieces of geometry t ... Posted: 2009-10-29 07:39:17 by Steve Pitzel (Intel) | character rig, animation, morph target, handling eyelashes, animator, polygon, animation; character rig; animator; artist; modeling eyes; polygon; iris; pupil; character setup; believable eyes; lattice; wire tool; wire deformer; morph target; handling eyelashes; game character, game character, feature character, digital content creation, visual computing |
| keeping-it-quads [Knowledgebase] We all know that QUADs are king. But if you model some objects in pieces and join them later on— that can lead to n-sided or 3-sided polygons as you put everything back together. Best to fix t ... Posted: 2009-10-29 07:44:28 by Steve Pitzel (Intel) | rendering, inverse kinematics, animator, animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique, digital content creation, visual computing |
| 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 by Craig Hurst (Intel), venkatrajaraman, Steve Pitzel (Intel) | Take Five Videos, h.264, AVC, Decode, Craig Hurst, 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 p ... Posted: 2009-05-22 13:57:53 by Eric Sardella (Intel), venkatrajaraman, Steve Pitzel (Intel) | Take Five Videos, Intel Software Network, h.264, Integrated Graphics, AVC, H.264/AVC Imnplementation, Erci Sardella, 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 chip ... Posted: 2009-05-22 14:09:00 by venkatrajaraman, Steve Pitzel (Intel) | Take Five Videos, Intel Software Network, h.264, AVC, G45 Chipset, Mark Biersack, 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 by JERRY BAUGH (Intel), venkatrajaraman, Steve Pitzel (Intel) | Take Five Videos, Intel Software Network, h.264, AVC, Useage Models, Satish Ramanathan, 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 proble ... Posted: 2009-06-20 21:18:33 by | game asset optimization, game development, visual computing |
| Multi-Core Simulation of Soft-Body Characters using Cloth [Knowledgebase] Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and othe ... Posted: 2009-06-20 21:15:39 by Brad Werth (Intel) | soft body physics, soft body characters, soft-body physics, soft-body characters, game development, physics, texture map, NURBS, visual computing |
| 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 Unive ... Posted: 2009-05-27 01:27:11 by Stephanie Brumat (Intel), Elizabeth Vice (Intel) | education, Multi-Core Programming, visual computing, graphics |
| Introducing Artist/Animator Resources on ISN [Blogs] Digital Content Creation is tough work. It takes stamina, it takes discipline - and it takes the guts to throw stamina and discipline completely out the window, blow things up, walk away, and come bac ... Posted: 2009-05-27 06:53:36 by Steve Pitzel (Intel) | siggraph, dcc, artist, inverse kinematics, animation, animator, digital art, game animation, learn animation techniques, visual computing |
| Optimizing Game Architectures with Intel® Threading Building Blocks [Knowledgebase] Games are some of the most performance-demanding applications around. The scientist studying proteins or the animator working on the next photorealistic computer animated film can grudgingly wait for ... Posted: 2009-06-09 08:27:40 by Brad Werth (Intel) | Threading Building Blocks, Multi-threading, threading, multi-core, visual computing |
| 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 ... Posted: 2009-06-20 19:32:38 by | ai, Artificial intelligence, artificial intelligence engine, multi-core, game development, 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-co ... Posted: 2009-06-09 10:49:08 by Hugh Smith (Intel), Jeff Freeman (Intel) | havok, Smoke Demo, procedural fire, visual effects, game development, 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 11:47:38 by JERRY BAUGH (Intel) | larrabee, rasterization, larrabee new instructions, LRBni, visual computing |
| Video: Level Up 2009 Contest - Is your game ready to rise to glory? [Blogs] Discover if your game concepts are ready to rise to glory. Enter Level Up 2009. For the first time, this year’s contestants will be judged by a panel of pioneering game developers who helped shape t ... Posted: 2009-06-02 11:18:43 by Amy Barton (Intel) | GDC Austin, level up 2009, gdc, intel, 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 14:13:14 by Quentin Froemke (Intel) | CFD, Multi-threading, Kaboom, computational fluid dynamic, visual computing |
| 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 s ... Posted: 2009-06-09 13:54:33 by Gunjan Rawal (Intel), Amy Barton (Intel) | community, developer, Manageability, tv, shows, Moblin, software, Academic, Social Media, Code, mobile, Parallel Programming, Parallel Programming & Multi-Core, video, ISNTV, podcast, Live, visual computing, graphics, Academic Community |
| Visualize This! The Intel Visual Adrenaline Program Show [Blogs] Welcome to Episode 2 of Visualize This! where we talk about topics relating to Visual Computing. Direct download link to the high quality MP4 video file (250 MB) Subscribe in iTunes Today we w ... Posted: 2009-06-08 07:43:25 by Arti Gupta (Intel) | Visual Adrenaline, visualize this, visual computing |
| Random Scattering: Creating Realistic Landscapes [Knowledgebase] By Mick West Gamasutra August 6 2008 [In this technical article, originally published in Game Developer magazine, Neversoft co-founder Mick West continues his acclaimed analyses by showcasing an a ... Posted: 2009-06-09 11:29:40 by | visual effects, procedural scattering, game development, 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 s ... Posted: 2009-06-08 17:01:18 by Jerry Makare (Intel), Amy Barton (Intel), venkatrajaraman | community, Aaron Tersteeg, Manageability, Videos, Intel Software Network, Josh Bancroft, concurrency, Clay Breshears, ParallelProgrammingTalk, Paul Steinberg, Teach Parallel!, Intel Software Network TV, visualize this, Jerry Makare, Streaming Videos, Manageability Talk, Arti Gupta, Ajay Mungara, Gael Holmes, visual computing, graphics |
| Intel Software Network TV - Are You Watching? [Blogs] Today is the first day of LIVE broadcasts for the new Intel Software Network TV, providing live video streaming plus interactive chat. Below is the complete lineup of programs for today, and our beh ... Posted: 2009-06-09 08:49:44 by Amy Barton (Intel) | Academic, Parallel Programming, artist, animator, visual computing |
| 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 us ... Posted: 2009-06-17 14:04:48 by | ai, Artificial intelligence, Multi-threading, artificial intelligence engine, multi-core, visual computing |
| Visualize This! Intel Graphics Performance Analyzer toolset [Blogs] Hello and welcome to Episode 1 of Visualize This! where we talk about topics relating to Visual Computing. Direct download link to the high quality MP4 video file (250 MB) Subscribe in iTune ... Posted: 2009-06-08 14:42:39 by Arti Gupta (Intel) | visual computing |
| A More Accurate Volumetric Particle Rendering [Knowledgebase] By Mike Krazanowski June 11 2008White Paper provided in association with Gamasutra.comMany games, even on current “next-gen” hardware, render particles using camera facing quads. In many cases the ... Posted: 2009-06-17 10:57:47 by Lora Woodruff (Intel) | Pixel Shader, rendering, volumetric particle rendering, visual computing |
| 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 comp ... Posted: 2009-06-17 17:08:36 by | game development, visual computing |
| Architecture of a Real-Time Ray-Tracer [Knowledgebase] Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands Introduction Recently, it has been shown that ray tracing can be done in real-time on consumer PCs. This is an interesti ... Posted: 2009-11-02 11:27:13 by jacco@bik5.com | coding, ray tracing, texture map, global illumination, visual computing |
| 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 re ... Posted: 2009-06-18 19:02:07 by | digital content creation, media sdk, visual computing |
| Meet the Judges - HavokT Physics Innovation Contest [Knowledgebase] Here are the judges who will be choosing the winners of this contest – each of them an expert in their own field. If you'd like to learn more about the judging criteria please check out our Official ... Posted: 2009-06-19 11:00:49 by | havok, physics, visual computing |
| 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: 2009-06-19 13:45:36 by | game development, visual computing |
| SSE2 Optimization - OpenGL Data Stream Case Study [Knowledgebase] Introduction At its core, Streaming Single Instruction Multiple Data Extensions (SSE2) aims to encourage exploitation of parallelism. The SSE2 benefit is allowing an application to perform the same m ... Posted: 2009-06-19 23:26:20 by | physics, visual computing |
| Инструменты и советы по отладке для интегрированных графических адаптеров серий 3000 и X3000 [Knowledgebase] Решить проблемы при работе с интегрированными графическими адаптерами Intel® окажется проще, если пони ... Posted: 2008-01-15 20:01:24 by Chuck V. DeSylva, sgsubram | Integrated Graphics, visual computing |
| Understanding Memory Access Characteristics of Motion Estimation Algorithms [Knowledgebase] Introduction By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group Today, processor computing power makes real-time video encoding and decoding using General Purpose Pr ... Posted: 2009-06-20 16:18:11 by | coding, threading, visual computing, video encoding |
| 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® Graphic ... Posted: 2009-06-22 15:13:37 by Jerry Makare (Intel), venkatrajaraman | tools, Graphics Perfomance Analyzer, Graphics Performance Analyzer Suite, visual computing, graphics, Frame Analyzer, Chris Cormack |
| 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® Graphic ... Posted: 2009-06-22 16:01:41 by Jerry Makare (Intel), venkatrajaraman | tools, GPA, visual computing, Frame Analyzer, Chris Cormack, Intel Graphics Performance Analyzer, System Analyzer |
| 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 detai ... Posted: 2008-08-18 02:58:44 by Stephen Whalley (Intel), Sharon Greenfield (Intel), venkatrajaraman | Adobe, visual effects, global illumination, visual computing, After Effects |
| 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 detai ... Posted: 2008-08-18 03:12:13 by Stephen Whalley (Intel), Sharon Greenfield (Intel), venkatrajaraman | Adobe, visual effects, global illumination, visual computing, After Effects |
| 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 by Arti Gupta (Intel), venkatrajaraman | Programming, ISN, Intel Software Network, intel software, intel, parallel computing, multicore, visual computing, graphics, behind the scenes, software developer |
| 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 by Arti Gupta (Intel), venkatrajaraman | ISN, ISN TV, game development, visual computing |
| Allegorithmics Real Time Graphics Texture Streaming for Games [Videos] Alexis Khouri, Marketing & Sales Director for Allegorithmic shows their just announced engine "Substance" for real time texture streaming. The calculation power of multicore and their optimized en ... Posted: 2008-04-03 23:42:51 by alexis.khouri@allegorithmic.com, Sharon Greenfield (Intel), venkatrajaraman | animator, game development, specular map, texture map, visual computing, normal map |
| 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 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | siggraph, artist, visual computing, Uwe Maurer, scalability, Art Rage |
| 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 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | tool, siggraph, artist, visual computing, Uwe Maurer, scalability, Art Rage |
| 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 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | Mobile Gaming, Centrino 2, game development, visual computing, normal map, speed, load time, Fallen Angel: Sacred 2, ad-hoc gaming |
| 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 exa ... Posted: 2008-12-04 08:55:26 by Aaron Tersteeg (Intel) | havok, Smoke, orion granatir, threading, game development, 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. ... Posted: 2008-08-18 01:15:56 by Philip Lundy (Intel), Sharon Greenfield (Intel), venkatrajaraman | siggraph, texture map, visual computing, 3D rendering, Bunkspeed |
| Bunkspeed Presentation at Intel's SIGGRAPH Booth Part 2 [Videos] Bunkspeed CEO & founder, Philip Lunn , discusses the photographic shift from 2D to 3d using Intel CPUs at the Intel Booth at SIGGRAPH For more information on Bunkspeed please visit: www.bunkspeed. ... Posted: 2008-08-18 01:23:21 by Philip Lundy (Intel), Sharon Greenfield (Intel), venkatrajaraman | siggraph, texture map, visual computing, 3D rendering, Bunkspeed |
| Creating and Exporting Game Assets w/Softimage XSI and COLLADA tools [Videos] Peter De Lappe, 3D Evangelist and Application Engineer with Softimage, shows Softimage's XSI and COLLADA exchange asset aggregator tools at the Game Developers Conference. Watch to see how easily you ... Posted: 2008-04-03 23:36:41 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | collada, artist, animator, digital content creation, visual computing, 3D interoperatibility, exchange asset aggregator |
| 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 utilizati ... Posted: 2008-04-03 23:29:23 by gary_carey@maxtor.com, Sharon Greenfield (Intel) | tools, visual computing, core utilization, Intel Thread Profiler, thread timelines, thread lock, thread release |
| 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 h ... Posted: 2008-12-04 11:59:58 by Joel De Guzman (Intel), venkatrajaraman | Parallel Programming, Core i7, multicore, game development, visual computing, Dominic Guay |
| 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 by Remi Arnaud (Intel) | siggraph, collada, collaboration tools, remi arnaud, 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 Gam ... Posted: 2008-03-06 16:45:51 by Lee Bamber, Sharon Greenfield (Intel), venkatrajaraman | Artificial intelligence, threading, game development, visual computing, accelerated line mapping |
| 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 - findin ... Posted: 2008-04-03 23:58:13 by Jeffrey Freeman (Intel), Sharon Greenfield (Intel) | mobile platform SDK, visual computing, ad hoc gaming |
| 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 by Jerry Makare (Intel), venkatrajaraman | research, Take Five Videos, ray tracing, visual computing, Daniel Pohl, Research @ Intel Days |
| Animator, Artist - Are You Nuts? Probably - but There is Help! [Blogs] I was talking to Carl Jacobson from Cakewalk a while back about the challenges artists face in this world. Okay, I know, Cakewalk creates audio software, not what you'd normally call "visual computing ... Posted: 2009-06-29 18:00:34 by Steve Pitzel (Intel) | artist, animator, digital art, visual computing, Cakewalk Sonar, Carl Jacobson, musician, living as an artist, artistanimator |
| Throw Mom from the Train (figuratively...) - a must for artists... [Blogs] Mom loves you. She absolutely adores everything you do. That's why, if you want to excel as an artist, you must throw Mom from the train - in a figurative sense anyway. Why? Because mom loves t ... Posted: 2009-06-29 17:20:07 by Steve Pitzel (Intel) | artist, animator, digital art, visual computing, ArtRage, photoshop, Pitz, Sketchbook Pro, Ugly Stage, artistanimator |
| Using Intel® VTune™ Performance Analyzer and Intel® Integrated Performance Primitives for Real-time Media Optimization [Knowledgebase] By Sam Siewert Real-time Media and Encoding Tools Real-time media has become pervasive with Web 2.0 viral video services, Internet Protocol Television (IPTV), mobile media for Web-enabled phones, an ... Posted: 2009-07-01 17:24:00 by | IPP, SSE, VTune analyzer, Vtune, visual computing, video encoding |
| 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 in ... Posted: 2009-07-01 12:48:09 by Jerry Makare (Intel), venkatrajaraman | research, visual computing, Research @ Intel Days, Research At Intel Days, Tony Chun, Vision Accelerator |
| 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 by Scott Brown (Intel), Sharon Greenfield (Intel) | Integrated Graphics, gdc, game development, visual computing, Scott Brown |
| 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 benefi ... Posted: 2008-04-03 23:54:19 by Raymond Paik (Intel) | Integrated Graphics, threading, multicore, visual computing, Hellgate London |
| 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 by ISN Admin, venkatrajaraman | siggraph, visual computing, Houdini 9.5 |
| 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/tacti ... Posted: 2008-02-26 22:53:53 by ISN Admin | threading, game development, visual computing, Game Demo Contest 2007 |
| 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 by ISN Admin, venkatrajaraman | collada, visual computing, production pipeline |
| 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 by immanuel.martin@prosys.ca, venkatrajaraman | collada, Luxology, game development, visual computing, MODO 302, integrated graphics modeling |
| 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 mul ... Posted: 2008-04-03 23:56:01 by Scott Crabtree (Intel) | Mobility, visual computing, multiplayer game |
| 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 wireles ... Posted: 2008-04-03 23:59:39 by Jeff Laflam (Intel) | Multithreading, visual computing, Crytek, Crysis, battery monitoring |
| 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 ... Posted: 2009-07-07 09:42:23 by | Intel Thread Checker, Data Race, Deadlock, Parallel Programming, data races, livelock, threading, visual computing, live lock |
| Fluid Simulation for Video Games (part 1) [Knowledgebase] By Dr. Michael J. Gourlay Introduction to Fluid Dynamics Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows ga ... Posted: 2009-10-28 15:26:43 by Dr. Michael J. Gourlay | fluid dynamics, computational fluid dynamic, visual computing, fluid simulation |
| 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 by Leigh Davies (Intel), Sharon Greenfield (Intel) | DirectX, multicore, visual computing, scalability, DirectX optimizations |
| 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-tec ... Posted: 2009-07-08 15:16:20 by Jerry Makare (Intel), Elizabeth Vice (Intel), venkatrajaraman | tools, Intel Software Network, Smoke, intel, Smoke Demo, source code, visual computing, graphics, Omar Rodriguez |
| 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 ... Posted: 2009-07-21 11:28:38 by | ai, Artificial intelligence, Multi-threading, artificial intelligence engine, visual computing, tactical AI, path finding, strategic AI |
| 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 usin ... Posted: 2009-07-21 16:18:50 by | Multi-threading, visual computing, Data decomposition, map reduce, dataflow |
| Fluid Simulation for Video Games (part 2) [Knowledgebase] By Dr. Michael J. Gourlay Fluid Simulation Techniques As explained in the previous article, non-linear partial differential equations (PDE's), combined with initial and boundary value constraints, d ... Posted: 2009-10-28 15:29:54 by Dr. Michael J. Gourlay | fluid dynamics, computational fluid dynamic, visual computing, fluid simulation |
| 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 infor ... Posted: 2009-07-21 15:37:02 by Jerry Makare (Intel) | ISN, Intel Software Network, GPA, graphics performance analyzer, Visual Adrenaline, Demigod, visual computing, graphics, Gas Powered Games, Bart Kijanka |
| 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 integ ... Posted: 2009-09-08 15:39:42 by | graphics developer, OpenGL, visual computing, graphics, GLSL |
| 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 by Elizabeth Vice (Intel), JERRY BAUGH (Intel), Amy Barton (Intel), venkatrajaraman | GPA, visual computing |
| Dreamworks and Intel at SIGGRAPH [Blogs] There's something magic about SIGGRAPH in New Orleans. This is my third New Orleans SIGGRAPH, and the first since Katrina. It's great to see New Orleans back - and to see SIGGRAPH back in New Orleans! ... Posted: 2009-08-02 17:23:42 by Steve Pitzel (Intel) | siggraph, artist, VC, animator, visual computing, artistanimator, dreamworks |
| 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 Devel ... Posted: 2009-08-11 15:14:21 by | visual computing, game editor |
| 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 lo ... Posted: 2009-08-19 22:09:16 by | visual computing, data baking, data conditioning |
| Visualize this! Live from Siggraph - a talk with Cakewalk [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network. ... Posted: 2009-08-17 14:36:33 by Arti Gupta (Intel) | visual computing, graphics, artistanimator |
| Visualize this! Live from Siggraph - BOXX products and their use of Intel processors [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network. ... Posted: 2009-08-17 14:49:52 by Arti Gupta (Intel) | Nehalem, visual computing |
| Visualize this! Live from Siggraph - Corel Movie Factory 7 and Intel Media SDK [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network. ... Posted: 2009-08-17 15:05:35 by Arti Gupta (Intel) | visual computing, Intel Media SDK, Corel |
| 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® ... Posted: 2009-10-30 16:25:16 by John O (Intel), Matt Walsh (Intel), Alex Wells (Intel) | TBB, optimization, libm, libimf, malloc, visual computing, zlib, dreamworks, memcpy |
| 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.Une ... Posted: 2009-08-25 14:38:38 by | Multi-threading, Vtune, visual computing, Data decomposition, load balancing, functional decomposition |
| 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 u ... Posted: 2009-08-25 15:22:34 by | ai, Artificial intelligence, visual computing, intelligent mistakes |
| 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 appl ... Posted: 2009-09-08 15:38:07 by Tom Craver | Intel Integrated Graphics, IIG, h.264, visual computing, video decode, frame copy |
| 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 i ... Posted: 2009-08-31 14:48:04 by | simd, IPP, visual computing, Intel IPP, image processing, Intel SSE |
| 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 m ... Posted: 2009-09-09 13:55:12 by | game development, visual computing, domain specific language, DSL |
| Intel at Dare To Be Digital 2009 [Videos] Dare to be Digital is an internationally renowned proving ground for talented computer science and art students to design their own original video game. Teams of 5 students, usually a mix of artists, ... Posted: 2009-09-08 16:38:52 by Joel De Guzman (Intel), Jerry Makare (Intel) | Visual Adrenaliine, visual computing, Intel Graphics Performance Analyzer |
| Scene Graphs and Instancing [Blogs] This is the fourth blog I’ve written on the subject of porting a DirectX demo over to OpenGL. The first blog details what my project is about. The second and third blogs talk about some of the are ... Posted: 2009-09-09 08:24:54 by Judy Hartley (Intel) | OpenGL, computer graphics, visual computing, graphics, Software application |
| Intel® Performance Analyzer Comparison [Knowledgebase] Which one should I choose? Intel Corporation currently offers several performance analyzers, each with its own strengths. This document provides a quick overview of the tool features to help make an i ... Posted: 2009-10-21 10:54:42 by | VTune analyzer, Vtune, GPA, graphics performance analyzers, visual computing |
| Optimizing Kingsoft's JX3 Online* Using Intel® Graphics Performance Analyzers [Knowledgebase] Introduction Kingsoft made extensive use of Intel® Graphics Performance Analyzers (Intel® GPA) to craft their latest release of JX3 Online*, a 3D massively multiplayer online role-playing game (MMO ... Posted: 2009-10-07 14:31:47 by 郭胜 (Intel) | IIG, GPA, game optimization, graphics performance analyzers, visual computing, Frame Analyzer, System Analyzer, graphics optimization |
| 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* Premie ... Posted: 2009-10-06 13:30:08 by Petter Larsson (Intel) | decoding, encoding, media sdk, visual computing, video pre-processing, Intel(R) Media SDK |
| 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 coo ... Posted: 2009-09-22 11:12:53 by | game development, visual computing |
| Visualize this! Dreamworks and Intel optimization process [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-09-15 07:40:15 by Arti Gupta (Intel) | game development, visual computing |
| We're at Austin GDC - check out what's going on! [Blogs] Hi everyone! This week we're at the Austin Game Developers Conference 2009 and blogging straight from the floor in the Intel Lounge. View the comments from attendees below! Don't know what to w ... Posted: 2009-09-15 09:40:59 by Kelly Lowry (Intel) | Events, game development, 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 case ... Posted: 2009-09-23 16:34:13 by Guy Ben Haim (Intel), Victoria Zhislina (Intel), Sagi Schein | SSE, visual computing, image processing, bilateral filter, halftoning |
| Visualize this! Using Intel Parallel Studios in Game development [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-09-23 12:13:49 by Arti Gupta (Intel) | game development, 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: 2009-11-05 15:31:04 by Dr. Michael J. Gourlay | fluid dynamics, computational fluid dynamic, visual computing, fluid simulation |
| 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 f ... Posted: 2009-09-28 09:54:02 by Jerry Makare (Intel), Paul Lindberg (Intel) | IDF, tools, Take Five Videos, Smoke Demo, multi-core, 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 f ... Posted: 2009-09-28 10:09:15 by Jerry Makare (Intel), Paul Lindberg (Intel) | tools, Smoke Demo, 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 f ... Posted: 2009-09-28 10:26:52 by Jerry Makare (Intel) | tools, Take Five Videos, Smoke Demo, multi-core, 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 f ... Posted: 2009-09-28 10:45:36 by Jerry Makare (Intel), Paul Lindberg (Intel) | IDF, Take Five Videos, Smoke Demo, multi-core, 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 f ... Posted: 2009-09-28 10:57:57 by Jerry Makare (Intel), Paul Lindberg (Intel) | IDF, Take Five Videos, Smoke Demo, 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® Med ... Posted: 2009-09-28 11:30:20 by Jerry Makare (Intel), Steve Pitzel (Intel) | IDF, tools, Take Five Videos, media sdk, visual computing |
| Load, Follow, or Get Out of the Way [Blogs] p>Hi again, everyone. This is my 5th blog on my project of porting a DirectX interactive demo to OpenGL. The name of the demo I am porting is “Destroy the Castle”. I call it “OpenGL Castle ... Posted: 2009-09-29 09:01:51 by Judy Hartley (Intel) | open source, OpenGL, Visual Adrenaliine, visual computing, graphics, gamming, OSG |
| 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 Extens ... Posted: 2009-10-02 13:56:04 by Petter Larsson (Intel), Eric Palmer (Intel) | SSE, compiler, AVX, visual computing, image processing, media |
| 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 float ... Posted: 2009-10-12 16:53:48 by | SSE, AVX, visual computing, image processing, least mean square filtering, wiener filtering, video processing |
| 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 by Joel De Guzman (Intel) | audio, Visual Adrenaline, visual computing, media |
| 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, rende ... Posted: 2009-10-01 15:02:52 by Joel De Guzman (Intel) | Visual Adrenaline, dcc, artist, game development, visual computing, graphics, artist tools |
| 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 appl ... Posted: 2009-10-01 15:39:55 by Joel De Guzman (Intel) | game engine, Visual Adrenaline, game development, visual computing, graphics |
| 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 by Joel De Guzman (Intel) | Mobile Devices, video, Visual Adrenaline, visual computing, graphics, media |
| 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 w ... Posted: 2009-10-01 16:36:26 by Joel De Guzman (Intel) | Vtune, Visual Adrenaline, Graphics Perfomance Analyzer, game development, visual computing, graphics |
| 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 t ... Posted: 2009-10-02 16:08:55 by Joel De Guzman (Intel) | Microsoft, Windows 7, Visual Adrenaliine, game development, visual computing, graphics |
| GDC 2008 What's Intel Doing this year? [Blogs] The Game Developers Conference is just about upon us. Very pleased to have Havok onboard this year. Check the Intel and Havok session link for class dates and times. I'll also have class materials p ... Posted: 2008-02-17 20:07:16 by Steve Pitzel (Intel) | Game Developer Conference, collada, gaming, gdc, visual computing |
| Visualize this! Building the future Virtual Worlds [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-10-07 19:26:08 by Arti Gupta (Intel) | visual computing |
| Fluid Simulation for Video Games (part 4) [Knowledgebase] Download PDF and Simulation Video Download Fluid Simulation for Video Games (part 4) [PDF 431KB]Video of three simulations (vortex ring, ball thru smoke, spinning ball) is available here (78.3MB) ... Posted: 2009-11-05 15:37:44 by Dr. Michael J. Gourlay | fluid dynamics, computational fluid dynamic, game development, visual computing, fluid simulation |
| 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 re ... Posted: 2009-10-20 10:53:36 by pez13 | Ice, 3d modeling, visual computing, virtual world, Immersive connected experience |
| 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 pl ... Posted: 2009-10-21 13:48:53 by Mike Yi (Intel), Orion Granatir (Intel) | Multi-thread apps for Multi-Core, Smoke, Smoke Demo, visual computing, horsepower, game framework |
| 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 devic ... Posted: 2009-10-21 15:54:01 by Joel De Guzman (Intel) | animation, 3D graphics, visual computing, graphics |
| 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 by Joel De Guzman (Intel) | video, Visual Adrenaline, multimedia, visual computing, media |
| 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 process ... Posted: 2009-11-03 11:21:24 by Igor Belyakov (Intel), Bonnie Aona (Intel) | IPP, DMIP, visual computing, image processing, sobel edge detector |
| Rethinking the Pipeline: DreamWorks Animation Advances the Art [Knowledgebase] By Lee Purcell Infused with an abundance of multi-core processing power and bolstered by new multi-machine server-farm architectures, DreamWorks Animation has embarked on a radical re-engineering of ... Posted: 2009-10-30 16:41:28 by | rendering, animation, visual computing, dreamworks |
| Do-it-yourself Game Task Scheduling [Knowledgebase] I attended my first demo party in 2008: Evoke in Germany. I was giving a talk about multi-core optimization in games and how to use Intel® Threading Building Blocks (Intel® TBB) to efficiently sprea ... Posted: 2009-11-04 13:20:06 by Jérôme Muffat-Méridol (Intel) | task scheduler, Multi-threading, game development, visual computing, nulstein |
| 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 don ... Posted: 2009-11-02 16:09:37 by Andrey Marochko (Intel), Brad Werth (Intel), Anton Pegushin (Intel), Michael D'mello (Intel) | parallelism, Threading Building Blocks, TBB, software, Vtune, threading, game development, visual computing, scalability, building blocks |
| From the Labs - 3D scanning with a camera [Blogs] Hi -- I'm joining the ISN blog community to share some research efforts from Intel labs that may be of interest to curious software developers. Today I wanted to give a brief summary of one visual com ... Posted: 2009-11-06 14:19:07 by Sean Koehl (Intel) | research, 3d, Photography, visual computing |