10 Matching Results
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 04/16/2014 - 13:01
Article

Multithreading the Rendering Pipeline for 3D Model Animation

Abstract
Authored by David Bookout (Intel) Last updated on 08/06/2013 - 13:07
Article

Intel® Threading Tools Boost Performance for CPU Cycle-Hungry Digital Artists

by Geoff Koch

Introduction

Intel® Threading Tools help Autodesk optimize its Maya* digital software. Find out more in this case study.

Authored by Last updated on 07/30/2013 - 16:37
Article

The 3D Production Pipeline for Games: Getting it There

The Challenge of Animating the Artist's Dream

Authored by Steve Pitzel (Intel) Last updated on 02/27/2013 - 13:57
Article

Character Animation: Skeletons and Inverse Kinematics

By Steve Pitzel

Authored by Steve Pitzel (Intel) Last updated on 08/14/2012 - 13:07
Article

A Landmark in Image Processing: DMIP

By Lee Purcell

Download PDF

Authored by 0 Last updated on 08/14/2012 - 05:18
Article

seeing eyes part 2 handling eyelashes with blend shapes

A way of keeping eyelashes moving and deforming with their respective lids.
Authored by Steve Pitzel (Intel) Last updated on 08/14/2012 - 02:57
Article

keeping-it-quads

A way to re-attach polygonal models without creating 3-sided or n-sided polygons. This article is for 3D-modelers, animators;creators of game characters.
Authored by Steve Pitzel (Intel) Last updated on 08/14/2012 - 02:57
Article

Smoother Animation With Intel® Core™ i7 Processors

by Steve Pitzel

Authored by Steve Pitzel (Intel) Last updated on 08/13/2012 - 22:41
For more complete information about compiler optimizations, see our Optimization Notice.