Visualize this! Game Samples from Intel

Welcome to Visualize this! the show where we talk about game development. My guest is Phil Taylor senior software engineer at Intel

Download Link - High Quality MP4 Video File (Large)

Community News:
1. Fluid Simulation Part 9 is now available - this is the last part of the very popular whitepaper series
2. We continue to add new Sandy bridge related content. CHeck it out on the microsite

Questions :
• Tell us about your role at Intel

I joined Intel for the larrabee project, I thought it was a bold move and was impressed by Intel’s commitment to graphics and thinking outside of the box.

I have now moved to working on graphics samples for Visual Computing, and am a combination of Program Manager and Producer for the Intel Gaming and Graphics Samples, that can be found from the Visual Computing web site. These include features that take advantage of Intel CPUs as well as Intel Processor graphics capabilities.

• What we are doing with the samples team

Intel has a dedicated samples team with artists, to let us create samples that are both visually appealing and that have algorithms that are useful to practicing game ISVs.

• What defines a sample, versus a collection or explorer

A sample contains a single algorithm for a single area, whether its mult-core or graphics focused.

An explorer contains multiple algorithms and presents a way to compare and contrast the results of each algorithm in terms of visual quality and computational costs. Some games have more head-room than others, so runtime cost is always an important metric.

• What comes with a sample ( code, whitepaper, abstract, screenshots, video )

The most important part of a sample is the source code. The next most critical element is the whitepaper, explaining the algorithm. Then we plan for having developer videos and the web page includes an abstract and some representative screenshots.

• How you come up with ideas and general charter

We have several paths we follow for sample idea generation.

Intel has a relationship with many key gaming ISVs on the PC platform, and the Intel engineers who work with the ISVs often come back with ideas based on issues real game engineers need solved.

We also study papers at GDC and SIGGRAPH and mine that material for sample ideas.

And our engineers have their own ideas too.

So that’s at least 3 different paths.

• What is coming down the line this year? What is Ivy Bridge going to bring for game developers?

We have more graphics and multi-core samples coming, until they are a bit further along I don’t want to say too much, but you could expect post processing, texturing, terrain, that sort of thing

Ivy Bridge is going to be an exciting product. It supports full DX11, compute shader support, more AVX, HDMI 1.4, PCI 3 for across the board bandwidth boost.

• Where to get the samples

From visual computing page, the graphics samples are on 2 pages, the Samples page and the Sandy Bridge page.

• How can people send you input on sample ideas/improvements

The best way is to make comments on the sample pages , or in the forums, and if there is feedback we need a direct email, we could add that. Please tell us and we will make it happen.

I am always looking for community feedback and questions. You can email them to or provide on twiter @artigupta

You can watch Visualize This! live alternate Tuesdays at noon Pacific on Intel Software Network TV, our new 24/7 interactive video channel. Come chat with us, or browse the On Demand section to see past episodes of our shows.
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