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      <title>Unreal Development Kit Promo </title>
      <description><![CDATA[ Watch the Unreal Development Kit Promotional video. The development kit is now available on the Intel Software Network for a free download ]]></description>
      <link>http://software.intel.com/en-us/videos/unreal-development-kit-promo</link>
      <pubDate>Thu, 12 Nov 2009 16:57:51 -0800</pubDate>
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      <category>Visual Computing</category>
      <category>Game Development</category>
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      <title>GPA 2.2 Update Release Walkthrough</title>
      <description><![CDATA[ <span style="color: #1f497d;">Chris Cormack, Lead Product Designer for GPA,  discusses the new features enabled in the recent GPA 2.2 release.  The main  three features added to this release include: DX10 support, Windows 7 support,  and frame based metric counting in System Analyzer.  Download GPA for free today  on the GPA web page: <a title="http://www.intel.com/software/gpa" href="http://www.intel.com/software/gpa">http://www.intel.com/software/gpa</a>.<o:p></o:p></span> ]]></description>
      <link>http://software.intel.com/en-us/videos/gpa-22-update-release-walkthrough</link>
      <pubDate>Mon, 02 Nov 2009 15:01:04 -0800</pubDate>
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      <category>Visual Computing</category>
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      <title>Magix and the Intel(R) Corei7 Mobile Processor</title>
      <description><![CDATA[ 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 4,  Real Time Preview of Secondary Color Corrections, and Fast High Quality Zooming Functions -- are some of the benefits,  thanks to power of the Intel Mobile Core i7 processor. ]]></description>
      <link>http://software.intel.com/en-us/videos/magix-intel-corei7-mobile-processor</link>
      <pubDate>Wed, 21 Oct 2009 19:01:57 -0700</pubDate>
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      <category>Visual Computing</category>
      <category>Intel Software Network communities</category>
      <category>Artist</category>
      <category>Media</category>
    </item>
    <item>
      <title>Maxon and the Intel(R) Core i7 Mobile Processor</title>
      <description><![CDATA[ Maxon's Cinema 4D users can render while they continue working on a scene.  The reliability, stability, and faster viewport performance of a desktop workstation is now available in a mobile device  -- thanks to the Intel Mobile Core i7 processor.  "The Power is there when you need it." ]]></description>
      <link>http://software.intel.com/en-us/videos/maxon-intel-core-i7-mobile-processor</link>
      <pubDate>Wed, 21 Oct 2009 19:00:59 -0700</pubDate>
      <comments>http://software.intel.com/en-us/videos/maxon-intel-core-i7-mobile-processor#comments</comments>
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      <category>Visual Computing</category>
      <category>Intel Software Network communities</category>
      <category>Artist</category>
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    <item>
      <title>Using Pictures to Create Real World 3D Models</title>
      <description><![CDATA[ <p class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif';">This demo shows how  photography can be used to create rich visual content including 3D objects as  well as “mirror worlds,” environments that model buildings and other large  structures in the real world.  For more on <span style="color: #1f497d;">how  Intel researchers are enabling these immersive, connected experiences</span>, go  to <span style="color: #1f497d;"><a title="http://www.intel.com/go/ice" href="http://www.intel.com/go/ice">www.intel.com/go/ice</a> </span>.<o:p></o:p></span></p> ]]></description>
      <link>http://software.intel.com/en-us/videos/using-pictures-to-create-real-world-3d-models</link>
      <pubDate>Tue, 20 Oct 2009 11:32:44 -0700</pubDate>
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      <category>Visual Computing</category>
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      <title>Launch of Intel Media SDK at IDF 2009</title>
      <description><![CDATA[ Craig Hurst, Intel Senior Marketing Manager demos the new Intel Media SDK at  IDF, and describes the developer benefits of using the SDK, including  performance gains, efficiency of using one API for hardware or software across  all Intel products, and future proofing  your applications to prepare for  Larrabee and future architectures.  Download the SDK at <a title="http://intel.com/software/media" href="http://intel.com/software/media">http://intel.com/software/media</a><o:p></o:p> ]]></description>
      <link>http://software.intel.com/en-us/videos/launch-of-intel-media-sdk-at-idf-2009</link>
      <pubDate>Thu, 15 Oct 2009 11:02:27 -0700</pubDate>
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      <category>Visual Computing</category>
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    <item>
      <title>Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 6</title>
      <description><![CDATA[ Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster on the latest Intel platforms. <br /><br />In this session, we'll review the demo code design and then show a complete performance study, with step-by-step use of Intel tools: <br />
<p>· Benchmark and measure a baseline</p>
<p>· Find common memory and data race bugs with Intel® Parallel Studio</p>
- Drill down into hot spots in the code, and highlight why they're hot with Intel Parallel Studio and Intel® VTune<sup>TM</sup> Analyzer <br />
<p>· Find concurrency problems with Intel® Thread Profiler</p>
<p>· Show some speedups made in the code</p>
<br />You'll come away ready to find new speed in your game! ]]></description>
      <link>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-6</link>
      <pubDate>Wed, 14 Oct 2009 11:25:01 -0700</pubDate>
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      <category>Visual Computing</category>
    </item>
    <item>
      <title>Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 5</title>
      <description><![CDATA[ Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster on the latest Intel platforms. <br /><br />In this session, we'll review the demo code design and then show a complete performance study, with step-by-step use of Intel tools: <br />
<p>· Benchmark and measure a baseline</p>
<p>· Find common memory and data race bugs with Intel® Parallel Studio</p>
- Drill down into hot spots in the code, and highlight why they're hot with Intel Parallel Studio and Intel® VTune<sup>TM</sup> Analyzer <br />
<p>· Find concurrency problems with Intel® Thread Profiler</p>
<p>· Show some speedups made in the code</p>
<br />You'll come away ready to find new speed in your game! ]]></description>
      <link>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-5</link>
      <pubDate>Wed, 14 Oct 2009 11:24:06 -0700</pubDate>
      <comments>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-5#comments</comments>
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      <category>Visual Computing</category>
    </item>
    <item>
      <title>Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 4</title>
      <description><![CDATA[ Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster on the latest Intel platforms. <br /><br />In this session, we'll review the demo code design and then show a complete performance study, with step-by-step use of Intel tools: <br />
<p>· Benchmark and measure a baseline</p>
<p>· Find common memory and data race bugs with Intel® Parallel Studio</p>
- Drill down into hot spots in the code, and highlight why they're hot with Intel Parallel Studio and Intel® VTune<sup>TM</sup> Analyzer <br />
<p>· Find concurrency problems with Intel® Thread Profiler</p>
<p>· Show some speedups made in the code</p>
<br />You'll come away ready to find new speed in your game! ]]></description>
      <link>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-4</link>
      <pubDate>Wed, 14 Oct 2009 11:21:41 -0700</pubDate>
      <comments>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-4#comments</comments>
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      <category>Visual Computing</category>
    </item>
    <item>
      <title>Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it Burn Part 3 </title>
      <description><![CDATA[ Other sessions will show how to tune your game's graphics for Intel Integrated Graphics - but what about the rest of your code? Join us as we take the Intel "Smoke" game demo code and tune it to run faster on the latest Intel platforms. <br /><br />In this session, we'll review the demo code design and then show a complete performance study, with step-by-step use of Intel tools: <br />
<p>· Benchmark and measure a baseline</p>
<p>· Find common memory and data race bugs with Intel® Parallel Studio</p>
- Drill down into hot spots in the code, and highlight why they're hot with Intel Parallel Studio and Intel® VTune<sup>TM</sup> Analyzer <br />
<p>· Find concurrency problems with Intel® Thread Profiler</p>
<p>· Show some speedups made in the code</p>
<br />You'll come away ready to find new speed in your game! ]]></description>
      <link>http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-3</link>
      <pubDate>Wed, 14 Oct 2009 11:20:38 -0700</pubDate>
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