Graphics

Solitude and Zombies: Waking up to a New Gaming Industry

 

A long time ago, a mentor encouraged me to wake up earlier each day and spend some quiet time thinking about what’s going on in my life. While my job responsibilities and family were growing, my attention span was shrinking. I was becoming someone that life just “happened to.” I didn’t like it and he was tired of hearing me complain about it. So now I slow down a little each morning  to thoughtfully consider my priorities and the bigger picture of life. It’s really helped me to prioritize my time (as well as remember all my kids’ names).  

Intel® OpenCL SDK – Alpha update now available

Intel continues to demonstrate its commitment to parallel computing tools and standards support with the recent announcement of an update to the Intel® OpenCL SDK alpha version on WhatIf.intel.com.
This update release brings full coverage of the OpenCL™ 1.1 standard to the Intel® Core™ processors, and supports both 32-bit and 64-bit applications. Currently, Microsoft* Windows* 7 and Windows Vista* operating systems are supported.

Новое - хорошо испорченное старое

Вроде только вернулся с CES, а тут подкралась новая командировка. Расстояние небольшое, всего-то четыре часа лёта, однако за это время можно посмотреть пару фильмов, до которых не доходили руки в Москве. Ну и на обратном пути – тоже 4 часа. Так что запускаем боевой конвертер HandBrake и… ой, что это? Неужели наконец-то вышла новая версия? Давайте же скорее ее поставим и насладимся новыми возможностями, которые туда наверняка добавили!

Intel Gaming and Graphics Samples Blog-Post 1: Introduction

Hi, I am Phil Taylor.

As I join a new team and start a new gig at Intel, its time to introduce myself and start a new blog.

I am now working on the team producing gaming and graphics samples in the Visual Computing Software Division. While there have been gaming and graphics samples shipped in the past, we are trying to raise the level of the algorithms, code quality, and asset quality to provide developers with production ready code they can drop into their applications.

How did this come about, and who am I?

Using Linux Top to troubleshoot multi-core scalability issues at DreamWorks Animation

Imagine you are placed in an animated movie production environment where multiple applications run concurrently to solve a problem, and each application is using fork-join process parallelism during its run. You are asked why the overall run is not scaling well with the number of cores on the system!

Intel Demonstrates ArcSoft MediaConverter on Sandy Bridge at CES

At times, the technicalities become everything. You get buried in parallel processing, performance comparisons into the single percentile variation of CPU usage, or troubleshooting whatever bug has been most recently discovered. So it's nice to step back from that once in a while and look at the bigger picture of how the typical customer benefits, and the Consumer Electronics Show is a great place to see that in action--see that in the way someone else envisions it in some cases rather than how you might see it yourself.

Finding the Next Challenge in Visual Computing

Five years ago, a new wave of consoles brought the inception of High Definition (HD) content to the videogame industry. Some companies excelled in this era, others did not. Never the less, the industry is now HD. As evidenced by console manufacturers developing new input controls to extend the life of this generation of consoles, the industry is looking for the next challenge. With the release of DirectX 11, the increasing capabilities of processor graphics, and a new surge of mobile devices, there certainly is plenty to explore.

Developer Tools for UPnP - Update

While my main job is MeshCentral, on the side I am still taking care of updating the Developer Tools for UPnP Technologies. One of the areas that gets the most updates is Device Builder, the tool that generates custom UPnP stacks. It just happens that Device Builder's C stack uses the same code base as my peer-to-peer mesh project.

Comparing Shadow Mapping Techniques with Shadow Explorer

Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.
  • Developers
  • Game Development
  • Microsoft DirectX*
  • Shadow Explorer
  • Game Development
  • Graphics
  • OpenSimulator Virtual World Server Case Study (part 2)

    Use of virtual worlds for training, entertainment, and collaboration is growing. Intel Labs has been researching the scalability of virtual worlds. This series explores some of the design, performance, and execution features of virtual world servers.
  • Developers
  • Game Development
  • virtual worlds
  • Open Sim
  • visual computing
  • OpenSimulator
  • Galton box
  • Game Development
  • Graphics
  • Subscribe to Graphics