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 04/26/2017 - 15:48
Article

Voxel-Based Graphics on Intel Architectures

by Vittorio Accomazzi - Cedara Software Corporation

Authored by Last updated on 09/28/2016 - 16:08
Article

Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time

by Steve Pitzel and Clint Taylor

It Looks Good, but It Runs Like a Slug

 

Authored by Steve Pitzel (Intel) 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
For more complete information about compiler optimizations, see our Optimization Notice.