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Comic Director - Next Level App Design with CSS3 Animations

Authored by admin Last updated on 06/01/2017 - 11:16
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2D Animation for Android* Series: Comparing and Contrasting Different Ways of Doing the Same Animation Part I

Part I: Introduction and Property Animation
Authored by Foster, Whitney (Intel) Last updated on 02/24/2017 - 12:39
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Blog post

Request Animation Frame for Better Performance

by Jon Raasch

Authored by admin Last updated on 12/22/2015 - 13:27
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2 joint knee setup

How to setup a 2-joint knee. Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee (or elbow) setup is a quick way to cut through all that tedium and get back to animating.
Authored by Steve Pitzel (Intel) Last updated on 06/07/2017 - 10:38
Article

seeing eyes part 1 modeling eyes

Whether your character is cartoon-like or hyper-realistic, there are a few simple design concepts (okay - Tricks or Cheats) you can incorporate to make your eyeballs "look" good. Download the Seeing Eyes,Tricks to Make Eyes Look Good guide for a quick "How To."
Authored by Steve Pitzel (Intel) Last updated on 06/07/2017 - 10:25
Article

Rethinking the Pipeline: DreamWorks Animation Advances the Art

DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
Authored by admin Last updated on 06/01/2017 - 11:18
Article

3D Character Animation (part 2)

One of the greatest things about animation is bringing life, expression, and emotion to an otherwise lifeless character. Part 2 in this series covers animation timing, staging, fluidity, and adding subtle movements to the animation.
Authored by admin Last updated on 06/07/2017 - 09:12
Article

A Performance Optimization Study for the DreamWorks Animation Fluid Solver

While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
Authored by Charles Congdon (Intel) Last updated on 06/07/2017 - 09:19
For more complete information about compiler optimizations, see our Optimization Notice.