Intel Gaming and Graphics Samples Blog-Post 1: Introduction

Hi, I am Phil Taylor.

As I join a new team and start a new gig at Intel, its time to introduce myself and start a new blog.

I am now working on the team producing gaming and graphics samples in the Visual Computing Software Division. While there have been gaming and graphics samples shipped in the past, we are trying to raise the level of the algorithms, code quality, and asset quality to provide developers with production ready code they can drop into their applications.

How did this come about, and who am I?

I joined Intel to work on Larrabee. I worked on that project from when I joined Intel, Oct 2008, to when the refocusing was announced May 25 2010.

So when Larrabee was refocused, I had to find work. What I noticed was that anytime a big-time project has issues, most people run for cover. However, the job of representing Intel graphics still remained. And Sandy Bridge, especially on the mobile side, has very respectable graphics performance. So someone had to stay and work on the graphics samples when all the Larrabee people moved. That someone was me and a couple of my colleagues who have been helping with this program. You’ll learn more about them and the entire team over time.

So that’s why I am here, to get samples and best practices for using Intel graphics out to developers so they can develop on Intel hardware, for Intel hardware, and take great advantage of all we have to offer.

Who am I?

My work history is collected on my LinkedIn page. From that, some highlights from my history are:

      - I started learning 3D programming in 1982. On Apple II’s. I still remember how to get into the Apple monitor from the keyboard. 3D0G.

      - In 1984 I worked on a

PERQ

      ,

an early workstation of note

      , and learned the joys of BitBlt and raster graphics.

      - I went to my first SIGGRAPH in 1986, where I saw the original

Luxo Jr

      movie in the Animation Festival and it received a standing ovation, I still remember the goosebumps I got from seeing emotion out of an ordinary desk lamp.

      - I started programming for Windows in 1987, and my early spelunking got me into

Undocumented Windows

      , the GDI chapters of course. Check the acknowledgements for my name.

      - I started working with RenderMorphics and

RealityLab

      in 1993 while at

Kaleida Labs

      , we were a source licensee.

      - I wrote a book, “

3D Graphics Programming in Windows

      ” for Windows 3.1 published in 1994. Wrote a from scratch rendering system that combined a polygon preview renderer with a ray traced final renderer using a shared camera system.

      - I went to

Dynamix

      in 1995 and worked on several DX2 games, and am listed in

Moby Games

      .


Alex St John

      , the original DirectX evangelist, hired me to be the Direct3D evangelist in 1996.

      - After 4 years of touring the world and helping Direct3D take over PC gaming, I moved to be the D3D SDK PM. I did that for DX8, DX8.1, and DX9. And designed and delivered the 1st ever D3D full day SIGGRAPH tutorial for SIGGRAPH 2001,

Course 52

      .

      - Then I left to join ATI where I helped manage the ATI-MS relationship for a couple of years. While I was there I helped scope and manage the

Theater 550 chip program for Media Center 2005

      for a truly high quality PC TV tuner chip and card.

      - Then I came back to MS and worked on the

VS SDK

      and

Flight Sim X

      .

      - I left Flight Sim to join Larrabee, 4 months before Microsoft

closed the studio

    .



ScriptX, DirectX, and Flight Sim X are the coolest things I have worked on. It’s totally coincidental that they all had X in their names. Really it is. :-).

That catches us up to the currrent time. I have to say, I am pretty excited about getting to help developers take advantage of Intel graphics hardware and over time you are going to hear more about what we plan next.

Thanks for listening, and stay tuned!

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