Intel Developer Zone |
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Description |
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A Simple 2-Joint Knee IK Setup [Added: 7/17/2009]
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Intel
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Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee (sometimes referred to as 2-bone knee) setup can help you cut through the tedium and get on with animating! Download the how-to guide. |
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C++ Larrabee Prototype Library Guide [Added: 7/17/2009]
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Intel
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Get the 411 on the C++ implementation of the Larrabee new instructions. (And you can link to the library itself via an .inl file near the top of the guide.) |
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Creating Ocean Fog using Direct3D [Added: 7/17/2009]
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Intel
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When, where, and how should graphics computation be shifted from the GPU to the CPU? The creation of this foggy ocean scene explores that question and offers solutions. Includes downloadable source code. |
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Game Physics Performance on Larrabee Architecture [Added: 7/17/2009]
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Intel
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Game physics is at the heart of any modern game engine, and they're very compute- and memory-intensive. Meeting these demands requires a computer architecture that can deliver high floating-point performance and memory bandwidth. Larrabee is such an architecture. Read how. |
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Keeping it Quads: One Quad Strategy for Attachments [Added: 7/17/2009]
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Intel
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We all know that QUADs are king. But if you model some objects in pieces and join them later on, that usually leads to n-sided or 3-sided polygons as we put everything back together. This how-to guide from the Intel Software Network Artist/Animator Area, provides the step-by-step (get it?) recipe for quick quad attachment. |
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Multi-Core Simulation of Soft-Body Characters using Cloth [Added: 7/17/2009]
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Intel
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Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and other flexible elements. 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. |
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Newly Updated: Intel® Graphics Media Accelerator Developer's Guide [Added: 7/17/2009]
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Intel
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This updated guide provides development tips to help ensure your customers have a great experience playing your games and running other interactive 3D graphics applications. Additionally, it describes the Intel® Graphics Media Accelerator used in the Intel® 4 Series Chipsets with a focus on performance analysis on Microsoft DirectX™, and includes a section detailing performance analysis with the Intel® Graphics Performance Analyzer (Intel® GPA). |
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Quake Wars Gets Ray-Traced [Added: 7/17/2009]
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Intel
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Read how Intel's ray-tracing team was employed to increase the visual mojo of Enemy Territory: Quake Wars (by id Software and Splash Damage) by using ray tracing. |
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Rasterization on Larrabee [Added: 7/17/2009]
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Intel
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Take a look at how the team at RAD applied the new Larrabee instructions to rasterization. This gives you a tour of the Larrabee rasterization approach and how vector programming can be applied to a semi-parallel task. Written by Michael Abrash of RAD Game Tools. |
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Two Brains Are Better Than One [Added: 7/17/2009]
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Intel
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Artificial intelligence (AI) drives game play - whether you're talking about a complex system of AI or a simple scripting engine. To really maximize your AI's potential, it needs to utilize the entire CPU, and this means threading. This article examines how to thread a simple AI and some of the challenges in writing an AI that truly scales with multi-core CPUs. |
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