| Link/Url | Tags |
|---|---|
| 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 |
| 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 |
| 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 |
| Many Simultaneous Task Schedulers [Forums] Though I'm getting great scalability within a single process (1 scheduler, 8 cores), it's also important to be able to start up multiple copies of the application. In this case it appears that the T ... Posted: 2009-08-31 08:06:37 by turks | task scheduler, collision, scalability |
| 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 |