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 04/26/2017 - 15:48

Accelerating Digital Multimedia Production with Hyper-Threading Technology

Authored by admin Last updated on 06/07/2017 - 10:15

Character Animation: Skeletons and Inverse Kinematics

By Steve Pitzel

Authored by Steve Pitzel (Intel) Last updated on 06/07/2017 - 12:17

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

by Geoff Koch


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

Authored by Last updated on 06/07/2017 - 12:27

Multithreading the Rendering Pipeline for 3D Model Animation

Authored by David Bookout (Intel) Last updated on 06/07/2017 - 12:16

A Landmark in Image Processing: DMIP

By Lee Purcell

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Authored by admin Last updated on 05/31/2017 - 16:24

Case Study: Digital Cinema Speeds to the Next Level of Multi-Core Performance with Intel® Core™ i7 processor

Real Image Media Technologies* aimed to significantly boost the performance of QubeMaster Xpress* with the deployment of an Intel® Core™ i7 processor based PC with Hyper-Threading technology1 (HT technology)
Authored by preethi-raj (Intel) Last updated on 06/07/2017 - 12:14

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

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 06/07/2017 - 12:21
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