Features / Description
The importance of real-time character animation has greatly increased in modern games. Animating meshes via 'skinning' can be performed on both a general purpose CPU and a more specialized GPU. However, to distribute the workload and maximize efficiency on a processor graphics system, skinning can be performed on the CPU and lighting and clipping computations can be performed on the GPU. One of the advantages of performing CPU skinning is that the animated post transformed data are readily available for collision detection. Also multicore and vectorization with Intel® Advanced Vector Extensions (Intel® AVX) can be used to improve performance of the skinning algorithm on an AVX capable CPU.
- CPU: enabled with Intel Advanced Vector Extensions (Intel microarchitecture code name Sandy Bridge or better suggested)
- GFX: uses Microsoft DirectX 11 graphics API on Microsoft DirectX 10 (or better) hardware
- OS: Microsoft Windows 7 SP1 (for Intel AVX support)
- Microsoft DirectX SDK (June 2010 release or later)
- Microsoft Visual Studio 2010 (Intel AVX support required) or Intel® C++ Compiler version 11
This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Burma, Cuba, Iran, Libya, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).