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Multi-Core Simulation of Soft-Body Characters using Cloth

Soft-body physics is an increasingly popular feature in videogames. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques.
Authored by Brad Werth (Intel) Last updated on 09/28/2016 - 16:08
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 09/28/2016 - 15:57
Article

Simulating Cloth for 3D Games

At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of...
Authored by Last updated on 09/28/2016 - 15:57
Article

Character Animation: Skeletons and Inverse Kinematics

By Steve Pitzel

Authored by Steve Pitzel (Intel) Last updated on 09/28/2016 - 15:57
Article

Using NURBS Surfaces in Real-time Applications

Alternatives to Polygonal Models
Authored by Last updated on 09/28/2016 - 15:57
Article

Smoother Animation With Intel® Core™ i7 Processors

by Steve Pitzel

Authored by Steve Pitzel (Intel) Last updated on 04/01/2016 - 14:28
Article

Applying Vectorization Techniques for B-Spline Surface Evaluation

Abstract
Authored by roman-lygin (Intel) Last updated on 02/14/2016 - 10:19
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