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I N T E L<strong>®</strong> V I S U A L<br />
Adrenaline<br />
ISSUE 10, 2011<br />
Real-Time Simulation Energizes<br />
the Flow, Design, and Magic of<br />
Harry Potter Animators<br />
ELEVATING DIGITAL ARTISTRY:<br />
THE CREATORS PROJECT<br />
Sky-high processing<br />
power detonates a<br />
stunning 3D impact for<br />
DreamWorks Animation<br />
intel visual adrenaline no. 10, 2011 i
table of contents<br />
3<br />
7<br />
11<br />
VIDEO GAME ENGINE POWERS<br />
STAN LEE’S THE GUARDIAN<br />
PROJECT ACROSS MEDIAS<br />
Find out how game engine technology<br />
is helping Hollywood bring these<br />
awesome CGI characters to life.<br />
THE CREATORS PROJECT:<br />
CELEBRATING CREATIVITY,<br />
CULTURE, AND TECHNOLOGY<br />
Artistic innovation shattered all<br />
barriers when art and technology<br />
became fully merged through The<br />
Creators Project— you’ll be amazed.<br />
BRINGING ANIMATION TO<br />
LIFE THROUGH CLOUD<br />
COMPUTING<br />
Explore how DreamWorks Animation<br />
uses cloud computing to manage the<br />
demands of their 3D animation and<br />
filmmaking processes.<br />
LETTER FROM THE EDITOR<br />
I’M EXCITED TO ANNOUNCE A FUN NEW WAY TO EXPERIENCE THE<br />
INTEL<strong>®</strong> VISUAL ADRENALINE MAGAZINE. Our new Apple iPad*, iPhone*,<br />
and iPod touch* App is an at-your-fingertips resource, delivering rich<br />
graphical content about creators and early adopters who are using the<br />
latest advances in visual computing.<br />
We’ve spent the last few months putting together great stories for our print<br />
readers. Now, the <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline App brings stories to life by<br />
showing you digital art and entertainment the way its creators intended it to<br />
be experienced—onscreen. We’ll feature entertaining videos, engaging and<br />
inspiring stories, galleries of fantastic imagery, and recent commentary<br />
dedicated to the latest <strong>Intel</strong> innovations in digital content creation technology.<br />
Read more about our new addition on page 24, and download the App for<br />
your iPad, iPhone, or iPod touch today.<br />
intel visual adrenaline no. 10, 2011<br />
15<br />
26<br />
29<br />
TAKING THE MYSTERY OUT<br />
OF MIDDLEWARE PERFORMANCE<br />
Unlock the mysteries of middleware<br />
“magic” and discover how the latest<br />
tools from Autodesk Scaleform*<br />
and <strong>Intel</strong> streamline UI production<br />
and optimize code, bringing smooth<br />
gameplay across all devices.<br />
BRINGING MAGIC TO LIFE<br />
18 Step into this in-depth discussion on<br />
the beauty and brilliance of liquidsimulation<br />
techniques that reveal<br />
today’s movie-magic secrets.<br />
24<br />
INTEL<strong>®</strong> VISUAL ADRENALINE<br />
GETS APP’TIZED<br />
<strong>Intel</strong> is further exploding the world of<br />
visual graphics— check out the new<br />
app that runs on your iPad*, iPhone*,<br />
and iPod touch*.<br />
PUTTING THE WOW IN THE<br />
CINEMATICS OF WORLD OF<br />
WARCRAFT*: CATACLYSM*<br />
When technology brings cinematic<br />
experiences into gameplay, players reap<br />
the awesome rewards of that visual<br />
fidelity— find out how it all happened.<br />
DIGITAL ARTISTS HARNESS<br />
PC POWER<br />
Advancements in processing power<br />
have unhinged the creativity of<br />
these digital artists— check out their<br />
breathtaking works and clever quirks.<br />
THE INTEL<strong>®</strong> DIGITAL MEDIA<br />
“CREATORS” PROGRAM<br />
Tune in to what <strong>Intel</strong> and three<br />
powerhouse integrators are creating<br />
for today’s digital media hobbyists<br />
and aspiring professionals.<br />
Dig into this compelling story of<br />
India’s rise in the animation industry,<br />
and find out what ignited its<br />
incredible technological growth.<br />
NEW INTEL CENTER DRIVING THE<br />
FUTURE OF VISUAL COMPUTING<br />
RIDING THE NEXT WAVE OF THE<br />
CONSUMER VIDEO REVOLUTION<br />
Get an insider’s review of the<br />
powerful new features that CyberLink<br />
and Roxio wrapped into their latest<br />
digital media processing apps.<br />
CAPTURE, EDIT, POST, & BOAST!<br />
In this issue of our magazine, we examine how cloud services and new<br />
visual computing models are evolving, enabling experts and serious<br />
enthusiasts alike, to produce incredible visual content. For example, the use<br />
of new collaborative workflows is enabling studios to crowd-source certain<br />
jobs, increasing productivity and saving valuable time when deadline<br />
pressures mount.<br />
33<br />
36<br />
39<br />
42<br />
46<br />
INDUSTRY SNAPSHOT:<br />
INDIA’S ANIMATION STUDIOS<br />
SHOWING RAPID GROWTH<br />
Explore virtual world enhancement,<br />
photorealism, and life-like immersive<br />
experiences with experts at the <strong>Intel</strong><br />
Science and Technology Center (ISTC)<br />
program— bring your thinking cap.<br />
Recording gameplay highlights, adding<br />
personal commentary, and sharing<br />
the video has never been easier— this<br />
exclusive plug-and-play tool does it all.<br />
Advances in stereo 3D content are also impressive, and the gains being<br />
made in camera equipment and video editing, as well as with workflow, are<br />
incredible. As Moore’s law predicts, computing power keeps improving<br />
exponentially, making it possible for artists to work in real time and bring<br />
ideas to life in ways they never imagined. England’s United <strong>Visual</strong> Artists,<br />
which designed the incredible “living” stage at this year’s Coachella, is a<br />
perfect example. Enabled by 3D simulation software running on <strong>Intel</strong><strong>®</strong><br />
processors, its work is simply fantastic.<br />
I hope you enjoy this issue of <strong>Intel</strong> <strong>Visual</strong> Adrenaline—in print and on the<br />
iPad—and are as fascinated by the people and technologies shaping the<br />
future of digital expression as I am. •<br />
— Tonya Degance<br />
2
VIDEO GAME ENGINE POWERS<br />
STAN LEE’S THE GUARDIAN<br />
PROJECT ACROSS MEDIAS<br />
BY JOHN GAUDIOSI<br />
THE MAN WHO CONJURED SOME OF THE<br />
MOST BELOVED SUPERHEROES OF ALL TIME,<br />
including Spider-Man, Iron Man, Captain America,<br />
and Thor, has a new legion of heroes primed<br />
for the twenty-first century. Stan Lee’s The<br />
Guardian Project offers 30 unique, animated<br />
characters, each based on an existing National<br />
Hockey League (NHL) franchise. To attract a new,<br />
younger generation of hockey fans, the NHL has<br />
partnered with Lee’s POW! Entertainment and<br />
SLG Entertainment to create Guardian Media<br />
Entertainment (GME). GME is deep into production<br />
of a cross-platform franchise set to launch in<br />
conjunction with the 2011–12 NHL season. And<br />
powering the new computer-generated TV series<br />
and online video game is Epic Games’ Unreal<br />
Engine* 3 technology, marking the first time<br />
game engine technology has been used for a<br />
mainstream Hollywood television project.<br />
Peter Krygowski, the director of The Guardian<br />
Project at Vicon House of Moves (HOM), where<br />
the performance capture for these digital<br />
characters was created, said that game engine<br />
resolution has reached a place where it can<br />
address the quality that other media demands.<br />
“A cross-pollination is now happening between<br />
games and other media,” explained Krygowski,<br />
who has been active in the video game space<br />
for 12 years. “Obviously, games have been in<br />
the public eye for a while, but only recently has<br />
the talent behind them begun to work in other<br />
media, applying their problem-solving ideas to<br />
traditional pipelines.”<br />
Building Across Mediums<br />
The pipeline that HOM used for this digital<br />
undertaking relied on <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processor<br />
quad-core technology to bring high-resolution,<br />
fully detailed computer-generated (CG) characters<br />
to life. Each character is a superhero version of<br />
a hockey team, possessing unique super powers<br />
and representing a specific city and environment.<br />
The San Jose Shark, for example, uses his<br />
Silicon Valley roots to hack into computers with<br />
technopathy. Krygowski said the overall goal<br />
was to tell a story that connects each character’s<br />
super powers with its city.<br />
“The artist who designed these characters with<br />
Lee has a background in character animation and<br />
design for both television and gaming, and he<br />
warned us that many designs would have to be<br />
simplified to work for both outlets,” recalled Tony<br />
Chargin, executive vice president of GME Creative<br />
Affairs. “However, when we began working with<br />
Vicon, their process allowed us to realize in our<br />
final products all of the detail we imagined in the<br />
original designs, without sacrificing anything.”<br />
intel visual adrenaline no. 10, 2011 3
the guardian project<br />
“We focused on creating the characters and deciding how they’d use their<br />
super powers so we could build out their environments,” said Krygowski. “We<br />
choreographed moves, powers, and all the ‘super-ness’ that comes with being<br />
a superhero. We had a huge stunt rig on set where stuntmen flew almost 120<br />
feet across the volume. We also used wires to give these characters abilities<br />
similar to Hong Kong movie effects, like amazing flips and spins.”<br />
A team at HOM choreographed the actions for each character and then<br />
motion-captured the actors and stuntmen to capture the data digitally on the<br />
26,000 square-foot stage. More than 200 VICON T160 cameras were used<br />
over the nine-day shoot in Los Angeles. CG assets were built using Autodesk<br />
Maya* and Pixologic ZBrush*; and Autodesk MotionBuilder* was used to re-<br />
target animation and navigate environments during motion-capture sessions.<br />
Because no two Guardians are alike, it took another level of work to build<br />
these virtual superheroes. The Maple Leaf, for example, has arms that can<br />
grow exponentially, while the Hurricane can control weather patterns. Each<br />
character is a different shape and size; some can fly using wings, while<br />
others have robotic effects. The team originally wanted to build three or four<br />
different discrete rigs for everyone, but because of the necessities of each<br />
of the characters, they ended up building more. Ultimately, the characters<br />
were built out to include wings, special effects, and blended shapes to fit the<br />
special moves and capabilities of each Guardian.<br />
An Unreal Journey<br />
Krygowski said the team didn’t know that when they suggested using Unreal<br />
they would have in their back pocket Alberto Menache, a Hollywood visual<br />
effects veteran who has worked on blockbusters such as Spider-Man, The Polar<br />
Express, and Superman Returns. Working as HOM’s visual effects supervisor and<br />
pipeline developer, Menache took to Unreal’s capabilities instantly. Menache’s<br />
input, insight, and sheer diligence coaxed the best out of the engine.<br />
“We wrote code to help generate custom shaders and bring virtual cameras<br />
into and out of the Unreal Engine for this project,” explained Menache. “As a<br />
result we had incredible creative flexibility and could render out 8K frames in<br />
a matter of seconds—not to mention the savings in gear costs—without the<br />
need for a multi-CPU render farm.”<br />
Menache said the team has been using Unreal tools such as Matinee, Kismet,<br />
and the Speed Tree options available in the basic Unreal Developers Kit.<br />
They used Matinee to blend animations and camera cuts, as well as for effects.<br />
They also used the Unreal Material Editor to build shaders and Cascade to build<br />
effects. Kismet was employed to make sure cinematics would play at the start<br />
of the game and for some camera effects and post-processes.<br />
“The main advantage of using Unreal is that all the assets are built<br />
specifically for game engine use and there’s enough quality to be used in<br />
a linear medium,” said Menache. “Otherwise, you end up building assets<br />
multiple times. The other advantage is the speed at which content can be<br />
created using minimal hardware.”<br />
“We choreographed moves,<br />
powers, and all the ‘superness’<br />
that comes with<br />
being a superhero. We<br />
had a huge stunt rig on<br />
set where stuntmen flew<br />
almost 120 feet across the<br />
volume. We also used wires<br />
to give these characters<br />
abilities similar to Hong<br />
Kong movie effects, like<br />
amazing flips and spins.”<br />
— PETER KRYGOWSKI,<br />
DIRECTOR OF THE GUARDIAN<br />
PROJECT AT VICON HOUSE OF MOVES<br />
intel visual adrenaline no. 10, 2011 4
Chargin said working with a video game engine<br />
saved time in editing and allowed the team,<br />
which started with a core group of 10 and went<br />
as high as 200, to avoid storyboarding and<br />
instead focus their efforts on creating dynamic<br />
content during production. Game developers such<br />
as Epic Games, which is using Unreal for Gears<br />
of War* 3, and BioWare, which is employing the<br />
game engine for Mass Effect* 3, already know<br />
this. Hollywood is now catching on.<br />
“In terms of its value over traditional CG, the<br />
render times are cut down exponentially which<br />
allows for softer deadlines,” said Chargin. “We<br />
can turn out a better product in a fraction of the<br />
time. Because this has never been done we did<br />
not have a template, but with those challenges<br />
comes even greater excitement and reward.”<br />
Chargin explained that TV production is a fast-<br />
paced avalanche of work where turnaround times<br />
for visual effects run anywhere from seven to<br />
11 days. For the most part, he said, a bunch of<br />
talented people are pouring their collective hearts<br />
and souls into making compelling visuals under<br />
crazy deadlines.<br />
“Game engines are not the silver bullet in beating<br />
the curve for traditional TV work, but used<br />
judiciously with skill and foresight, the game<br />
engine can cut out a ton of pre-viz, pre-, pro-,<br />
and post-production time,” Chargin said. “At the<br />
heart of beating this curve is the engine’s ability<br />
to render exponentially faster than off-the-shelf<br />
software solutions and banks of processors.”<br />
An All-Star Debut<br />
On January 30, viewers of the NHL All-Star Game,<br />
watching live or on TV, got an early taste of what<br />
Unreal can achieve. The team went to Raleigh,<br />
which is the home of Epic Games, to capture<br />
live footage at the RBC Center and surrounding<br />
area. They created a video short, combining CG<br />
characters with live action footage, to introduce<br />
the cast of superheroes to the hockey audience.<br />
The Guardians were individually introduced<br />
throughout January using an elaborate social<br />
media campaign promoted with broadcast and<br />
in-arena marketing support. The culmination of<br />
this campaign came during the NHL All-Star Game<br />
when HOM’s animated short was presented<br />
during intermission and shown on both the<br />
Versus and CBC networks. The film spotlights the<br />
new superheroes as they battle villain Deven<br />
Dark when he attempts to take over the RBC<br />
Center stadium. A battle of good versus evil<br />
ensued as the 30 superheroes leapt into action,<br />
with the Carolina Hurricane saving the fans, the<br />
Guardians, and ultimately the RBC Center from<br />
utter ruin.<br />
The team is currently focused on creating digital<br />
assets for a Hollywood CG television series<br />
featuring the Guardians. These assets can also be<br />
used for the new online game that lets players<br />
choose a Guardian and engage in fighting amidst<br />
the environments of each superhero. This is a<br />
variation of the fighting allowed in the NHL, but<br />
with a superhero twist. Fans of a team such as<br />
the Montreal Canadiens can log in and duke it out<br />
with their archrival, the Boston Bruins, using the<br />
Guardians for each of those cities.<br />
“The game will allow users to immerse themselves<br />
in the Guardian world,” said Chargin. “More<br />
specifically, they’ll put themselves in Mike Mason’s<br />
shoes, the human who controls the Guardians, as<br />
they fight against Deven Dark. They’ll be forced<br />
to develop their own bond with each of the<br />
Guardians. Additionally they’ll need a detailed<br />
intel visual adrenaline no. 10, 2011 5
the guardian project<br />
knowledge of each Guardian’s powers to<br />
know which Guardians to use in each battle.<br />
Just like Mike, they’ll have to engender<br />
the undying support from the Guardians<br />
and make quick knowledgeable decisions<br />
as to how they are best used in battle.”<br />
Krygowski said the main challenge in this<br />
cross-platform launch has been on the<br />
game side. The pipeline is thinner on the<br />
game engine side, so assets and models<br />
need to respect texture resolutions, rig<br />
requirements, mapping, and megabyte<br />
sizes. He said this is completely “doable,”<br />
however forethought and pre-production<br />
must be strong to address potential issues<br />
regarding these details.<br />
The <strong>Intel</strong> Connection<br />
As Epic continues to expand its Unreal Engine 3<br />
technology, it’s opening up more doors into<br />
Hollywood. Collaboration between <strong>Intel</strong> and<br />
Epic goes back more than 10 years to when<br />
the two companies pioneered landmark-setting<br />
uses of MMX technology. Today, performance<br />
improvements through multi-threading are a<br />
key focus. “<strong>Intel</strong><strong>®</strong> Threading Building Blocks 2.1<br />
allowed us to easily remove allocation-related<br />
multi-threading bottlenecks on 64-bit operating<br />
systems,” said Michael Capps, president of Epic<br />
Games. “We are pleased to share the benefits<br />
of <strong>Intel</strong>’s memory allocator with Unreal Engine<br />
3 licensees, as well.” Through <strong>Intel</strong><strong>®</strong> Software<br />
Development Products recently available via the<br />
Epic Integrated Partner Program, Unreal Engine<br />
licensees have access to additional resources for<br />
multi-threading and performance optimization of<br />
their games.<br />
Mark McNabb, <strong>Intel</strong> application engineer, said<br />
that Epic Games’ recent high-end “Samaritan”<br />
GDC 2011 demonstration running on a high-end<br />
PC looks significantly better than anything<br />
currently available on gaming consoles. “That<br />
demo uses newer DX11 features that aren’t<br />
available on the current consoles, but the newer<br />
PCs support DX11,” said McNabb. “The demo<br />
is intended to showcase the high-end GPU.<br />
But, systems with high-end GPUs tend to also<br />
contain high-end CPUs.”<br />
Epic has capitalized on <strong>Intel</strong> engineering support<br />
during the design of Unreal Engine 3, focusing<br />
in particular on multi-core optimization and the<br />
threading of 3D operations to take full advantage<br />
of parallelization. The key optimization work<br />
divided the main game thread into two individual<br />
threads: one devoted to rendering and the<br />
other to all remaining high-level operations. The<br />
technique, called a “render split,” removes the<br />
processing burden of rendering from the main<br />
game loop. Regardless of what is going on in the<br />
game loop, rendering calls run in parallel, resulting<br />
in a substantial overall performance boost.<br />
It’s this type of advanced power that has allowed<br />
real-time feedback for Hollywood companies<br />
such as HOM to implement this game engine<br />
technology into all of its production work. Video<br />
games, film, and television will benefit from these<br />
advances as the lines continue to blur between<br />
interactive and traditional entertainment.<br />
The Future of<br />
Entertainment<br />
HOM has already integrated Unreal Engine 3<br />
technology into its system, intending to employ<br />
the game project on both video game and<br />
Hollywood projects. Krygowski said that while<br />
traditional TV entertainment still exists, it is fast<br />
becoming the exception and not the rule. He said<br />
the game engine has the ability to help push<br />
the envelope of media by allowing creators to<br />
build a single set of assets for a variety of media,<br />
allowing for real-world environments, assets, and<br />
characters to traverse multiple uses, resolutions,<br />
and intentions.<br />
“With the evolution of DirectX* technology and<br />
rendering, hardware game-engine technology is<br />
becoming more viable,” said Menache. “The trend<br />
is that people like us will be building the tools,<br />
and soon enough software like the UDK (Unreal<br />
Development Kit) will be aimed more toward<br />
creating linear content, as well.”<br />
In Hollywood it all comes down to dollars and cents.<br />
And Chargin believes that video game technology<br />
will become a mainstay in Hollywood because of<br />
economics. He said the Unreal Engine allows his<br />
team to produce a higher quality product in a<br />
fraction of the time of traditional CG animation.<br />
Creatives can bank on this, moving forward. And<br />
the implications for the game industry are also<br />
huge, given that the sharing of assets built in the<br />
same engine will allow for more immersive<br />
experiences. But perhaps more importantly, it will<br />
blur the lines between interactive and linear<br />
entertainment—just as The Guardian Project and<br />
its cast of 30 superheroes is doing. •<br />
About the Author<br />
John Gaudiosi has spent nearly 20 years covering<br />
the video game industry. He also co-founded the<br />
world’s first syndicated video game and<br />
technology network, www.Gamerlive.tv.<br />
intel visual adrenaline no. 10, 2011 6
The Creators Project:<br />
Celebrating Creativity,<br />
Culture, and Technology<br />
As Coachella’s first-ever<br />
creative partner,<br />
The Creators Project<br />
re-invented the<br />
festival by creating<br />
groundbreaking visual<br />
experiences advanced<br />
by <strong>Intel</strong><strong>®</strong> technology.<br />
Technology has revolutionized social interaction,<br />
giving individuals unprecedented access to<br />
global distribution channels. Thanks to incredible<br />
advances in content creation technologies<br />
powered by <strong>Intel</strong><strong>®</strong> multi-core, multi-threaded<br />
processors, today’s artists, musicians, filmmakers,<br />
and designers are reshaping the boundaries of<br />
creative expression.<br />
<strong>Intel</strong> in collaboration with Vice Media founded<br />
The Creators Project to showcase innovative<br />
artists and enable them to realize new artwork.<br />
“The Creators Project celebrates the connection<br />
between art and technology,” said David<br />
Haroldsen, <strong>Intel</strong> creative director for The Creators<br />
Project. “We set out to give people who use<br />
computers every day a look at artistic experiences<br />
that are only possible because of technology.”<br />
“The Creators Project is about cultivating<br />
artists from around the world and exploring<br />
the boundaries of creativity as well as the role<br />
technology plays in the process,” added Hosi<br />
Simon, general manager at Vice Media. With<br />
offices in more than 30 countries, Vice was<br />
uniquely positioned to draw from its relationship<br />
among the global art community and identify<br />
cutting-edge interdisciplinary artists.<br />
When The Creators Project launched in 2010,<br />
<strong>Intel</strong> and Vice used a variety of media, including<br />
television, print, online, and mobile outlets to<br />
document the work of more than 100 Creators to<br />
date, hailing mostly from seven countries (Brazil,<br />
China, France, Germany, South Korea, United<br />
Kingdom, and United States). “In 2011, we pushed<br />
that concept forward by showcasing their work<br />
intel visual adrenaline no. 10, 2011 7
the creators project<br />
at events around the world,” said Simon, “and by getting involved with the<br />
Creators, their future, and their creative process. But we wanted to go beyond<br />
telling their stories. We wanted to help them take their work to the next level.”<br />
The Studio, an ongoing arts initiative supported by The Creators Project, was<br />
created to do just that. “Think of The Studio as an art foundation,” said Simon.<br />
“It offers Creators the means to realize their artistic visions. We foster<br />
interdisciplinary collaborations and give them access to the latest <strong>Intel</strong><strong>®</strong><br />
technology. Then we disseminate the work using a number of media channels<br />
and an event series.”<br />
The event series kicked off at Milk Studios in New York City and then moved to<br />
London, Sao Paulo, and Seoul, culminating in a three-day exposition in Beijing.<br />
“We learned a lot in those first events,” said Simon. “They were all-day, all-night<br />
affairs with everything from a film festival to panel discussions where Creators<br />
explained how they do what they do. We had some of the best bands—amazing<br />
bands—playing. In New York we had MIA, Interpol, Mark Ronson . . . And we<br />
had incredible art installations—all in one building. Frankly, it was too much to<br />
experience in a single day. That led us to planning multi-day events.”<br />
In 2011, The Creators Project was the first-ever creative partner for<br />
Coachella—one of the world’s premier music and arts festivals—and reimagined<br />
the event by creating groundbreaking visual experiences advanced<br />
by <strong>Intel</strong> technology. The project collaborated with acts such as Arcade Fire and<br />
Interpol to enhance their performances. It also unveiled a series of original,<br />
large-scale artworks, including United <strong>Visual</strong> Artists’ re-invention of Coachella’s<br />
Main Stage and Muti Randolph’s Sahara Tent installation. For the first time, The<br />
Creators Project billed international bands from China, Korea, and Brazil and<br />
also showcased interactive<br />
works by Mark Essen, Lumpens,<br />
It’s not enough that Feng Mengbo, and Hojun Song<br />
in The Creators Project tent.<br />
someone be a great<br />
The original artworks created<br />
electronic musician. for Coachella were unveiled<br />
as the first series of projects<br />
There also has to be from The Studio. For example,<br />
J. Spaceman (from Spiritualized,<br />
a visual element.<br />
a U.K.-based space rock band)<br />
and Jonathan Glazer (director<br />
— HOSI SIMON, GENERAL MANAGER<br />
of Radiohead’s OK Computer<br />
AT VICE MEDIA<br />
video and the film Sexy Beast)<br />
created a light and sound<br />
installation. The installation was a physical manifestation of Spiritualized’s<br />
iconic track “Ladies and Gentlemen, We Are Floating in Space,” and was<br />
presented in a cathedral-like space designed by Creators Graft Architects.<br />
“I had an interesting conversation with Jonathan Glazer,” Simon said. “He<br />
was amazed that, despite the technical difficulties, the finished project was<br />
exactly what he had envisioned. So often, projects end up being only a third<br />
as good as the original idea. <strong>Intel</strong>, Vice, and The Creators Project stood behind<br />
Glazer’s and Spaceman’s idea 100 percent.”<br />
When asked how artists can become part of The Creators Project and The<br />
Studio, <strong>Intel</strong>’s Haroldsen described the application process on The Creators<br />
United <strong>Visual</strong> Artists (UVA)<br />
Coachella Stage Vital Statistics:<br />
LIGHTING: 80 Martin MAC 401 movinghead<br />
LED luminators with mirror panels;<br />
300 Barco MiStrip linear LED strips;<br />
10 CityColor/C LED searchlights.<br />
I-MAG SCREENS: 2 Barco Stealth* screen<br />
transparent LED video screens.<br />
CONTROL: Lighting and video screens<br />
controlled via DMX using UVA Media<br />
Server d3 powered by <strong>Intel</strong><strong>®</strong> processors.<br />
intel visual adrenaline no. 10, 2011 8
the creators project<br />
Project Web site (thecreatorsproject.com), and noted, “We are enabling<br />
artists all over the world to build new things with the caveat that they need<br />
to push technology.”<br />
“<strong>Visual</strong> experience is our top-level brief,” said Simon. “It’s not enough that<br />
someone be a great electronic musician. There also has to be a visual element.<br />
And it’s essential that the Creators want to be involved because this only works<br />
if the Creators are enthusiastic. We’re not paying them to be part of the project.”<br />
“We have a mix of emerging artists and leading artists,” Simon continued. “There<br />
has to be some aspirational aspect to The Creators Project for emerging artists<br />
to get included in the program and feel ‘wow, I’m hitting the big leagues.’”<br />
Globally, that approach helps artists who are well-established in their home<br />
countries gain exposure abroad. “We can help a Chinese artist get recognized<br />
in the U.K., for example,” said Simon. “The same goes for someone like Diplo,<br />
who’s arguably quite famous in the States, but by being featured on The<br />
Creators Project Web site, his profile gets a couple million hits in China.”<br />
The Creators Project is a collaboration between two partners sharing a<br />
passion for the arts and its intimate connection with technology, as well as<br />
the culture surrounding the two. By supporting and showcasing emerging and<br />
established Creators and their work, <strong>Intel</strong> and Vice hope to demonstrate that<br />
the status quo is simply not good enough.<br />
Selected artwork from Coachella, along with additional work from The Studio,<br />
will now travel as part of The Creators Project global event series, touring<br />
even more cities across the world. •<br />
intel visual adrenaline no. 10, 2011 9
the creators project<br />
United <strong>Visual</strong> Artists in Collaboration with The Creators Project<br />
Take Stage Craft to a New Level at Coachella<br />
OVER THE COURSE OF THE THREE-DAY<br />
FESTIVAL IN APRIL, hundreds of thousands<br />
flocked to the desert outside Palm Springs to<br />
mind-meld with a cross-cultural bricolage of<br />
music, art, and technology from around the<br />
world. A high point of this year’s Coachella—the<br />
opening act—brought the audience face to<br />
face with a gargantuan audiovisual structure<br />
that came alive with other-worldly energy. As<br />
a deep, droning rumble engulfed the audience,<br />
pillars of light flashed and danced across a<br />
massive grid towering 12 stories above the<br />
crowd. This performance was the stage itself:<br />
a Borg ship had come to extinguish the last<br />
semblance of the expected.<br />
Designed by Creators United <strong>Visual</strong> Artists<br />
(UVA) with experimental music by Mira Calix,<br />
the Coachella stage-cum-art installation was<br />
the result of a collaboration fostered by The<br />
Creators Project. In the wake of Coachella,<br />
<strong>Visual</strong> Adrenaline caught up with one of UVA’s<br />
founding partners and director of software, Ash<br />
Nehru, who discussed the inspiration behind the<br />
stage’s design and how it worked.<br />
TELL US ABOUT THE COACHELLA MAIN<br />
STAGE. WHAT WERE YOUR DESIGN GOALS?<br />
Part of our design DNA was to use grids and<br />
vector structures that provided a shell around<br />
the bands yet allowed the audience to see a key<br />
part of the festival—the vista behind the stage.<br />
Our design consisted of cross-braced aluminum<br />
sheets that used little visual space, but when<br />
the lights were lit, the sheets appeared more<br />
solid and modular.<br />
YOU WERE ABLE TO GET GREAT EFFECTS<br />
WITH THE LIGHTS. COULD YOU DESCRIBE<br />
THE SYSTEM IN A BIT MORE DETAIL?<br />
We had three separate groups of fixtures. Thin<br />
LED strips were arranged in a grid. LED illuminator<br />
wash and profile lights (in a grid) pointed up at<br />
the aluminum cross-braces. Moving headlights<br />
provided traditional beams of light. And a few<br />
strobes were scattered around the stage.<br />
WAS SOMEONE PERFORMING THE LIGHTING<br />
MOVES IN REAL TIME OR WERE THEY PRE-<br />
SYNCHRONIZED TO THE SOUNDTRACK?<br />
They were synchronized in advance. Our system<br />
allowed us to sequence the lights and LEDs very<br />
intel visual adrenaline no. 10, 2011<br />
precisely to the music. We commissioned a fiveand-a-half-minute<br />
piece of music from Mira Calix.<br />
We sequenced the lights to it, picking up various<br />
elements in the music to create the impression<br />
that the sounds being heard were being created<br />
by the stage itself.<br />
WHAT DID YOU USE AS YOUR<br />
LIGHT-SEQUENCING SOFTWARE?<br />
We wrote it ourselves; it’s based on [UVA<br />
Media Server] d3. We’ve been using our own<br />
sequencing and playback software since our<br />
first job because what we do isn’t possible with<br />
other software.<br />
WHAT KIND OF COMPUTING HARDWARE<br />
DOES IT RUN ON?<br />
We build those systems ourselves, too. The<br />
environment can be harsh in live shows, and our<br />
touring systems are used by bands like U2 and<br />
in Broadway shows so they must be robust.<br />
We built industrial <strong>Intel</strong><strong>®</strong> Core i7 processorbased<br />
systems. It’s a single computer with a<br />
daughter card on the back end of the chassis,<br />
which allows for easy replacement. The system<br />
is robust, with 250-GB solid-state drives, pro<br />
sound cards, and a heavy GPU.<br />
ARE YOU USING 2ND GENERATION<br />
INTEL<strong>®</strong> CORE I7 PROCESSORS YET?<br />
The system we used at Coachella didn’t, but<br />
the new generation of systems we’re now<br />
assembling use the 2nd generation <strong>Intel</strong> Core i7<br />
processors. These are in the testing phase.<br />
WHAT KIND OF PERFORMANCE GAINS<br />
ARE YOU SEEING?<br />
We’ve been using the new CPUs to handle our<br />
software builds, along with [Xoreax Software]<br />
IncrediBuild* to parallelize our MSCC builds.<br />
Our sequencing tool is a big piece of software,<br />
and rebuilding it takes some time. IncrediBuild<br />
distributes the code across all 40 <strong>Intel</strong><strong>®</strong><br />
processor cores. The benefits are fantastic. We<br />
can rebuild our software in a few seconds as<br />
opposed to waiting 10 or 30 minutes. It has<br />
revolutionized our development process.<br />
LET’S GO BACK TO THE COACHELLA MAIN<br />
STAGE. PARTS OF IT ACTUALLY MOVED.<br />
Yes, there were doors that opened so the crowd<br />
could see inside the stage. In between bands,<br />
the doors shut and we ran short sequences.<br />
WHAT WAS YOUR WORKFLOW FOR<br />
SYNCING TO MIRA CALIX’S MUSIC?<br />
DID SHE HAND OFF AN AUDIO FILE OR<br />
WERE YOU WORKING WITH SEQUENCED<br />
MUSIC TRACKS?<br />
We developed the music in tandem with her,<br />
so it went through several iterations. We’d<br />
do subtle things with the stage, and she’d<br />
look at elements related to the structure and<br />
references. A big one was Close Encounters<br />
of the Third Kind—the sequence where the<br />
massive spaceship comes down. Another was<br />
the Monolith in 2001: A Space Odyssey.<br />
The final audio that the audience heard was<br />
bounced down from a multi-channel surround<br />
mix. We also ran 16-bit audio, although Mira<br />
would’ve preferred that we run it in 24-bit,<br />
which our software doesn’t yet support.<br />
If you watch the video you’ll hear static sounds.<br />
Those were intentional—we turned off all the<br />
lights (except for the strobes) to create the<br />
impression that the sound and lighting were<br />
intimately connected. At the end of the video,<br />
Mira built a sound that consists of a bunch of<br />
filters running out of control. The end result<br />
sounds like a turbine engine. She’s quite a<br />
mad scientist.<br />
NOW THAT COACHELLA IS BEHIND YOU,<br />
WHAT DESIGN LESSONS DID YOU LEARN?<br />
Within the structure all of the fixtures were<br />
in different places, and the challenge was<br />
to make them all work together. It took us a<br />
while to figure out that the overall design<br />
needed to create anticipation. You know the<br />
old adage: Make them laugh, make them cry,<br />
make them wait.<br />
We had to slow things down and let it breathe—<br />
almost let the audience get bored and lose<br />
attention. Then go for it near the end, which<br />
has a much stronger impact than starting out<br />
with all guns blazing. •<br />
10
AS YOU AND YOUR FAMILY WATCH PO THE<br />
PANDA RESCUE THE KUNG FU TRADITION<br />
FROM A SUPER-VILLAIN PEACOCK IN Kung Fu<br />
Panda 2, cutting-edge cloud computing might be<br />
the furthest thing from your mind. Yet for the<br />
DreamWorks Animation team, cloud computing<br />
played a vital role in bringing to life this exciting<br />
animated feature film and a host of others.<br />
Cloud computing enables development teams to<br />
access a large, flexible pool of compute resources<br />
as needed. This helps DreamWorks Animation<br />
gain the extra compute performance required<br />
for rendering during intense production periods.<br />
“Dealing with spikes in processing demand has<br />
always been a challenge,” said Derek Chan, head<br />
of digital operations at DreamWorks Animation.<br />
ANIMATION<br />
BRINGING<br />
TO LIFE THROUGH<br />
CLOUD COMPUTING<br />
DreamWorks Animation relies on cloud computing<br />
environments based on <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processors to<br />
handle peak rendering loads for its blockbuster films.<br />
“When working on feature films, we often need<br />
tremendous processing power for short durations.<br />
It doesn’t make sense to maintain more servers<br />
in-house to accommodate that short-term need.”<br />
With up to 12 films in production at any<br />
given time, each with its own ebb and flow<br />
of processing demands, precisely anticipating<br />
rendering requirements is all but impossible.<br />
“Production schedules are totally driven by the<br />
creative process,” said Ryan Granard, director<br />
of digital operations at DreamWorks Animation.<br />
“There will always be needs that we haven’t<br />
forecasted. The goal of the technology group is to<br />
provide the capabilities and capacities needed—<br />
when they are needed—without adding millions of<br />
dollars in capital costs.”<br />
By adopting a cloud computing model, the<br />
DreamWorks Animation team can better<br />
accommodate those dynamic workload levels.<br />
“Cloud computing provides the flexibility to<br />
marshal resources on demand,” said Chan. “We<br />
can quickly scale up to meet peaks in rendering<br />
demand and then scale back as we complete<br />
projects to avoid excess costs.”<br />
Enriching the 3D Impact<br />
Escalates Compute Demands<br />
The journey into the cloud began back in<br />
2003, when the studio was working on Shrek<br />
2. “Hewlett-Packard had just begun offering<br />
rendering services through one of its data centers<br />
so we tapped into those resources for just a few<br />
months to meet our burst demand,” said Chan. “In<br />
the end, HP processed approximately 1 million<br />
of the 10 million CPU hours required for Shrek 2.<br />
That service helped us complete the work quickly<br />
and economically.”<br />
The need for supplemental compute resources<br />
has grown appreciably over the years as<br />
DreamWorks Animation filmmakers create richer,<br />
more exciting visuals. “With each film, the creative<br />
aspiration grows,” said Granard. “Artists want<br />
to add more characters to scenes, improve the<br />
detail in background atmospherics, increase the<br />
translucency of a character’s skin, and enhance the<br />
fluidity of character motion. That drives our overall<br />
compute resource demand higher and higher.”<br />
The move to 3D filmmaking has also had a<br />
significant impact on rendering demands.<br />
intel visual adrenaline no. 10, 2011 11
dreamworks uses cloud computing<br />
Beginning with Monsters vs. Aliens in 2009, every DreamWorks Animation<br />
film has been presented in stereoscopic 3D to enhance the realism of lush<br />
landscapes and action sequences for moviegoers. In the past, movie studios<br />
typically produced 3D films only after completing a traditional 2D version.<br />
By contrast, DreamWorks Animation integrates 3D filmmaking into each<br />
stage of the production process to maximize the impact of 3D visuals in the<br />
storytelling.<br />
Filmmakers are now creating two slightly different versions of the film—one<br />
for each eye. “3D filmmaking can boost our overall rendering demand by 30<br />
percent for each film,” said Chan. “Cloud computing provides a way to support<br />
that demand economically.”<br />
intel visual adrenaline no. 10, 2011<br />
Supporting Rendering Demands<br />
through the Cloud<br />
Cloud computing has become a vital means of accommodating those<br />
escalating rendering demands. In preparation for Kung Fu Panda 2,<br />
DreamWorks Animation used a hybrid cloud that incorporated both internal<br />
and external resources to provide the creative team with the compute power<br />
they needed. External data centers in Nevada and New Mexico supplemented<br />
internal resources in two California locations.<br />
For Kung Fu Panda 2, the DreamWorks Animation team used more of the<br />
external cloud than ever before. “While working on How to Train Your Dragon<br />
and Shrek Forever After, we used offsite resources for approximately<br />
“Cloud computing provides the flexibility<br />
to marshal resources on demand. We<br />
can quickly scale up to meet peaks<br />
in rendering demand and then scale<br />
back as we complete projects to avoid<br />
excess costs.”<br />
— DEREK CHAN, HEAD OF DIGITAL OPERATIONS,<br />
DREAMWORKS ANIMATION<br />
12
5 percent of the 50 million render hours needed,”<br />
said Chan. “To create Kung Fu Panda 2, we used<br />
the external cloud more extensively, sending<br />
more than 11 million hours offsite—20 percent<br />
of the film’s 55 million render hours. With Kung<br />
Fu Panda 2, cloud computing was no longer a<br />
science project. It became a critical component of<br />
how we make movies.”<br />
DreamWorks Animation intends to expand<br />
the use of cloud rendering even further in<br />
the future. “Our ultimate goal is to have the<br />
capability of processing 50 percent of our<br />
rendering in the external cloud,” said Granard.<br />
“Now that we’ve proven the model, we can<br />
maximize the value for filmmaking.”<br />
Building the Cloud on<br />
<strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> Processors<br />
For both internal and external environments, the<br />
DreamWorks Animation team selected servers<br />
based on <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processors. With Kung Fu<br />
Panda 2, DreamWorks Animation standardized on<br />
processors from the <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processor 5600<br />
and 5500 series families. The <strong>Intel</strong><strong>®</strong> processors<br />
maximize performance while controlling costs.<br />
“We don’t want to incur the costs of expanding<br />
our internal infrastructure footprint, so we need<br />
the best possible performance per watt and per<br />
square foot,” said Chan. “There’s no question that<br />
we get the best bang for the buck when we use<br />
the latest <strong>Intel</strong> Xeon processors.”<br />
The density and energy efficiency of the <strong>Intel</strong><br />
processors help both the cloud provider and the<br />
DreamWorks Animation team. “Whether you’re<br />
paying a cloud provider or a co-location vendor,<br />
you’re paying someone for power and cooling,”<br />
said Chan. “The <strong>Intel</strong> processors keep those costs<br />
under control.”<br />
Optimizing Applications<br />
for the <strong>Intel</strong><strong>®</strong> Processorbased<br />
Cloud<br />
DreamWorks Animation uses a variety of <strong>Intel</strong><strong>®</strong><br />
Software Development Tools—and has worked<br />
extensively with the <strong>Intel</strong><strong>®</strong> Software and<br />
Services Group—to optimize applications for the<br />
latest <strong>Intel</strong> processors. “With their support, we<br />
are fine-tuning our animation tools to take full<br />
advantage of the <strong>Intel</strong> processors and the cloud<br />
environment,” said Chan.<br />
Faster Rendering Simplifies<br />
Creative Exploration<br />
Migrating to the <strong>Intel</strong> Xeon processor 5600 and<br />
5500 series families from previous-generation<br />
processors has made a noticeable difference<br />
for animators. “Our artists definitely notice<br />
when their rendering jobs are run on the latest<br />
<strong>Intel</strong> processors. They can achieve a very fast<br />
turnaround,” said Chan. “For certain workloads,<br />
we have seen more than a 50-percent increase<br />
intel visual adrenaline no. 10, 2011 13
“Our artists definitely notice when their rendering jobs are run on the latest<br />
<strong>Intel</strong><strong>®</strong> processors . . . For certain workloads, we have seen more than a 50-percent<br />
increase in performance when compared to previous-generation <strong>Intel</strong> processors.”<br />
in performance when compared to previous-<br />
generation <strong>Intel</strong> processors.”<br />
For the creative team, faster processing means<br />
more opportunities to experiment. “Artists can<br />
complete more iterations, faster than before,”<br />
said Chan. “They can test new ideas and make<br />
changes more rapidly.”<br />
The ability to make subtle adjustments quickly<br />
is particularly important in the final weeks of<br />
production. “Part of the moviemaking process<br />
involves routinely watching and refining the<br />
work-in-progress film. A cloud infrastructure<br />
with the latest <strong>Intel</strong> processors gives us the<br />
performance and flexibility to make changes in<br />
the last few weeks before the official release.<br />
We can get more of what producers, directors,<br />
artists, and audience members want to see on<br />
the screen.”<br />
— DEREK CHAN, HEAD OF DIGITAL OPERATIONS, DREAMWORKS ANIMATION<br />
Tapping Directly into the<br />
Cloud from the Desktop<br />
Looking ahead, the DreamWorks Animation team<br />
intends to deepen the integration of external<br />
cloud services with the daily workstationbased<br />
tasks of artists. “One of our ambitions<br />
is to enable artists to tap directly into the<br />
cloud-based render farm from the workstation<br />
environment,” said Chan. “Traditionally, those<br />
environments were separate: Artists created<br />
at their workstations and completed as many<br />
iterations of work as possible during the day.<br />
At night, they sent work to the render farm for<br />
processing across all the frames.<br />
“Today we’re working on a more interactive model<br />
where the workstation can leverage part of the<br />
render farm to accelerate iterations,” continued<br />
Chan. “If we can carve up those workstation<br />
tasks into multiple, distinct buckets, and then<br />
process those buckets using multiple servers<br />
within the cloud-based render farm, artists can<br />
complete more iterations during the day. They’ll<br />
get immediate feedback on how their work will<br />
look. It’s another way the cloud can accelerate<br />
processes and enhance creativity.”<br />
Supporting Tomorrow’s<br />
Complex Creative Vision<br />
For DreamWorks Animation, the cloud is here to<br />
stay. By supplementing internal resources with<br />
large-scale external environments for short<br />
periods of time, the studio can foster creativity<br />
and sustain breakneck production schedules<br />
while controlling costs. “Our needs are a perfect<br />
match for cloud computing, and we are proud to<br />
have helped pioneer the use of cloud computing<br />
for animated film production,” said Chan. “With<br />
help from <strong>Intel</strong> and other technology partners,<br />
we have built a scalable model that will support<br />
the growing processing demands that enable the<br />
creative visions of our filmmakers. •<br />
intel visual adrenaline no. 10, 2011 14
Taking the Mystery<br />
Out of Middleware<br />
Performance<br />
AUTODESK SCALEFORM* 4.0 LETS YOU VISUALIZE<br />
PERFORMANCE STRAIGHT OUT OF THE BOX<br />
BY GARRET ROMAINE<br />
Autodesk Scaleform* tools helped create the user interface in James Cameron’s Avatar*: The Game.<br />
INTEL’S COMMITMENT TO THE GAME<br />
DEVELOPMENT WORLD CONTINUES TO<br />
PAY BIG DIVIDENDS FOR STUDIOS AND<br />
PLAYERS ALIKE. Recently, Maryland-based<br />
Autodesk Scaleform* worked with <strong>Intel</strong> engineers<br />
to tightly integrate its Scaleform* 4.0 middleware<br />
with the <strong>Intel</strong><strong>®</strong> Graphics Performance Analyzers<br />
(<strong>Intel</strong><strong>®</strong> GPA) 4.0. The result is another example of<br />
how <strong>Intel</strong> is helping to build a better ecosystem by<br />
fostering cooperation and helping game developers<br />
access the deepest parts of their code.<br />
Sleuthing out code bottlenecks and unnecessary<br />
frame activity is possible only with sophisticated<br />
tools. PC game developers rely on the <strong>Intel</strong><br />
GPA Platform Analyzer to visualize over time<br />
the execution profile of the tasks in their code<br />
on the heterogeneous (CPU+GPU) PC platform.<br />
But coverage for middleware code has been<br />
limited for the game development community,<br />
and the collaboration between <strong>Intel</strong> and<br />
Autodesk Scaleform could pay off big for many<br />
development teams.<br />
Introducing Autodesk<br />
Scaleform<br />
With about 30 employees in its home office,<br />
Autodesk Scaleform was founded in 2005 by<br />
Brendan Iribe and Michael Antonov, who met<br />
at the University of Maryland. After creating a<br />
user interface (UI) middleware company, they got<br />
busy making an engine and library. Their first big<br />
success was the UI for the huge blockbuster title<br />
Civilization* IV.<br />
intel visual adrenaline no. 10, 2011 15
Clockwise from top left: user interface (UI) from player selection screen in Batman*: Arkham Asylum; managing saved games in Batman: Arkham Asylum using<br />
Autodesk Scaleform’s middleware; Autodesk Scaleform contributed to the UI in Transformers*: Revenge of the Fallen; player setup screen in Crysis* 2.<br />
Autodesk Scaleform is a leading provider of Flash*-based middleware and UI<br />
solutions for the video game and consumer electronic industries. Perfecting<br />
the UI is a key ingredient for software success, but it also requires a different<br />
mindset from designing fiendish levels and compelling characters. Autodesk<br />
Scaleform 4.0 gives game-development artists and user-centered design<br />
experts the ability to build out interfaces with drop-down menus, radio<br />
buttons, of course, even a heads-up display. These background tools that<br />
work between other games subsystems are referred to as “middleware,” and<br />
they link separate software applications.<br />
Thanks to the assist from <strong>Intel</strong>, when game developers use Autodesk<br />
Scaleform and <strong>Intel</strong> GPA together, it’s easy to see how the middleware and<br />
their game code perform within the <strong>Intel</strong> GPA Platform Analyzer. <strong>Intel</strong>’s Omar<br />
Rodriguez recalled that this project was intriguing from the start. “We added<br />
some instrumentation code—when your game uses Scaleform 4.0, you can<br />
capture a trace from the <strong>Intel</strong> GPA Platform Analyzer and see what it’s doing.<br />
If there are time issues on the Scaleform 4.0 side, you’ll know exactly where<br />
that time is being spent.”<br />
According to Rodriguez, middleware tends to be a “black box” and difficult to<br />
understand when performance-tuning. Generally, the code takes some CPU<br />
time and adds draw calls, but beyond that, middleware code is opaque. “When<br />
developers integrate middleware they rarely know exactly what is happening<br />
in the middleware,” Rodriquez explained. “[We’ve provided a way for] game<br />
developers to see what Scaleform 4.0 is doing when it’s integrating into the<br />
game. They’ll learn exactly where the bottleneck is, and then they can figure<br />
out what might be producing it.”<br />
Getting the System-Wide Picture<br />
The <strong>Intel</strong> GPA Platform Analyzer visualizes the execution profile of tasks over<br />
time. The tool collects trace data during the application run, so it provides a<br />
detailed analysis of how the code executes across all threads and correlates<br />
the CPU work with tasks performed on the GPU. It also aligns clocks across<br />
all cores in the entire system so that developers can analyze CPU-based<br />
workloads together with GPU-based workloads on the timeline.<br />
The visualization of the execution profile gives developers a system-wide<br />
picture of the way code executes on the CPU and GPU cores. The <strong>Intel</strong> GPA<br />
Platform Analyzer is built upon a docking interface around a Task Timeline.<br />
Panels in the interface present the trace data and task selection set in a<br />
format that assists in performing a detailed analysis. Different analyses are<br />
available through the range of panels, such as a bar chart containing the sums<br />
of task durations that correspond to common workloads.<br />
intel visual adrenaline no. 10, 2011 16
middleware performance<br />
Flash * content can load faster, run smoother, and even take advantage of<br />
advanced rendering capabilities, such as 3D, when running on low-end devices.<br />
Developers get details on parsing errors, see the task that executed within<br />
a thread, and are able to identify the period of time the application spends<br />
preparing each frame, and thus can visualize where in the application<br />
that work is occurring relative to trace instrumentation. The <strong>Intel</strong> GPA<br />
automatically provides the DX CPU and DX GPU tracks, as well as Microsoft<br />
DirectX* call instrumentation, in DirectX applications, without additional work.<br />
While most tracks show the activity of traced code within a particular thread,<br />
the DX CPU and DX GPU tracks highlight the work performed by the graphics<br />
driver (DX CPU) and the graphics hardware (DX GPU).<br />
One problem that large studios typically face is that while they can instrument<br />
their own code for interacting with the <strong>Intel</strong> GPA, very few computer games<br />
are produced with 100-percent proprietary code. Instead, competitive titles<br />
on hyper-schedules require developers to combine various technologies.<br />
Studios typically use off-the-shelf code such as Unreal Engine* for key<br />
foundation work, but they might also incorporate Havok Physics* for collisions<br />
and explosions, use Geomerics Enlighten* for lighting, and so forth. Scaleform<br />
4.0 enters the picture during the production of the UI.<br />
Streamlining UI Builds on the Optimized<br />
Scaleform 4.0<br />
Scaleform 4.0 includes an all-new, high-performance, multi-threaded rendering<br />
engine; Flash 10/AS3 support; and iOS* and Android* mobile compatibility.<br />
The multi-threading code was rewritten from the ground up, designed to make<br />
the new version future-proof in anticipation of powerful new <strong>Intel</strong><strong>®</strong> processors.<br />
The <strong>Intel</strong> GPA 4.0 helped Autodesk Scaleform confirm that its new renderer is<br />
faster than previous versions and that its ActionScript* 3 virtual machine is very<br />
efficient. Autodesk Scaleform engineers reported a huge performance gain.<br />
Alexis Mantzaris, principal engineer at Autodesk M&E Games Technology, is<br />
enthusiastic about the interaction with Scaleform 4.0 and the <strong>Intel</strong> GPA.<br />
“Scaleform 4.0 customers who are familiar with [<strong>Intel</strong>] GPA can now<br />
immediately evaluate the performance of their UI without learning to use a<br />
new tool like AMP. Once confident that Scaleform 4.0 is highly optimized, they<br />
can focus on optimizing their Flash UI content and game code.”<br />
Mantzaris said that the optimizations Autodesk Scaleform made on their<br />
core product include faster rendering and data loading. Those improvements<br />
make a big difference on mobile and low-end devices, which don’t have<br />
PC computing power. Flash content can load faster, run smoother, and<br />
even take advantage of advanced rendering capabilities, such as 3D, when<br />
running on low-end devices.<br />
The Autodesk Scaleform team gave <strong>Intel</strong> high marks for making the <strong>Intel</strong><br />
GPA Platform Analyzer easy to integrate. “Since our code had already been<br />
instrumented for AMP, the Autodesk Scaleform memory and performance<br />
analysis tool, we only had to change macro definitions in one file,” Mantzaris said.<br />
Mantzaris and his team were immediately productive with the new <strong>Intel</strong> GPA<br />
4.0 version. “The first time we used the [<strong>Intel</strong>] GPA Platform Analyzer, we saw<br />
that our AMP instrumentation was lacking in some code parts and was giving<br />
too much information in others. The ability to visualize the events within<br />
each game frame is surprisingly effective in pointing you in the right codeoptimizing<br />
direction.”<br />
While AMP and the <strong>Intel</strong> GPA share their task instrumentations, they’re not<br />
the same tool. Their workflows complement each other, giving developers<br />
a complete picture of their game’s performance. For example, AMP is<br />
currently Scaleform 4.0-specific and provides specialized information such<br />
as ActionScript profiling. The nature of <strong>Intel</strong> GPA shows developers how<br />
Scaleform 4.0 interacts with their code and other middleware at each frame.<br />
AMP is cross-platform, which is essential for console developers, whereas <strong>Intel</strong><br />
GPA is Microsoft Windows*-based, which allows it to track Windows-specific<br />
statistics, such as DirectX calls, with no additional instrumentation.<br />
Said Mantzaris: “AMP provides some high-level, Scaleform 4.0-specific<br />
rendering statistics, whereas [<strong>Intel</strong>] GPA can track tasks on the GPU and<br />
analyze them together with the CPU on the timeline. AMP and GPA are both<br />
essential tools for Scaleform 4.0 customers.”<br />
In addition to <strong>Intel</strong> GPA Platform Analyzer, Autodesk Scaleform also used <strong>Intel</strong><br />
GPA Frame Analyzer, obtaining equally important results. “We thought it was<br />
especially cool to perform ‘what if’ optimization experiments,” Mantzaris said. “We<br />
also plan to use [<strong>Intel</strong>] GPA as part of our automated testing. The fact that [<strong>Intel</strong>]<br />
GPA gives us the ability to test for performance regression is quite important.”<br />
A Mutually Beneficial Relationship<br />
The collaboration between <strong>Intel</strong> and Autodesk Scaleform was mutually<br />
productive. Mantzaris credited <strong>Intel</strong> engineers for customer awareness and<br />
fast response times. “The team was very helpful in making sure we hit the<br />
ground running with [<strong>Intel</strong>] GPA. They gave us a full tutorial and supplied us<br />
with an instrumented version of our code, and they were always available to<br />
answer questions and receive our suggestions for enhancements and feature<br />
requests. Our relationship with <strong>Intel</strong> is mutually beneficial because both<br />
Scaleform 4.0 and <strong>Intel</strong>’s profiling tools are popular favorites. By providing<br />
Scaleform 4.0 with out-of-the-box support for [<strong>Intel</strong>] GPA, we increase the<br />
value of both products in the eyes of our customers.”<br />
That cooperation is another example of how <strong>Intel</strong> is making a positive impact<br />
in the gaming world by working with the important players and vendors.<br />
And as key industry ISVs continue to work closely with <strong>Intel</strong> to stay in the<br />
technology sweet spot, everybody wins. •<br />
About the Author<br />
Garret Romaine is a senior writer, working for Rose & Her Minions from Beaverton,<br />
Oregon. Garret started in gaming as a beta tester for Epic Megagames and has been<br />
a columnist, editor, and reviewer ever since. Garret is a Fellow in the Society for<br />
Technical Communication, and he teaches technical communication at Portland<br />
State University.<br />
intel visual adrenaline no. 10, 2011 17
Bringing<br />
Magic to Life<br />
EXOCORTEX AND INTEL<strong>®</strong> TECHNOLOGIES<br />
WORK WITH VFX STUDIOS GRADIENT<br />
EFFECTS AND WILL GARRETT TO<br />
ACHIEVE MOVIE MAGIC<br />
Creating Stunning Ink-in-Water<br />
Special Effects<br />
Long-time fans of the Harry Potter film franchise are familiar with the series’<br />
ample visual effects (VFX), and this summer’s box office hit Harry Potter and<br />
the Deathly Hallows: Part 2, the final adventure in the film series, ranks as<br />
one of the biggest VFX-driven Hollywood productions of 2011.<br />
Among the many emotive sequences in the Harry Potter film franchise is the<br />
“memory pool” sequence created by Gradient Effects. Here is a behind-the-<br />
scenes look at how Gradient Effects, Exocortex Technology, and <strong>Intel</strong> worked<br />
together to pull off this visually stunning special effect.<br />
Exocortex Slipstream simulation within Autodesk Softimage*.<br />
A Large-Scale, High-Fidelity Sequence<br />
The memory pool sequences required an ink-in-water look where the ink<br />
would behave realistically in a large volume, then quickly assume dynamic<br />
shapes that seamlessly transition to live action footage. This complexity<br />
presented Gradient Effects with a significant challenge. Not only did it require<br />
fluid simulations of unprecedented detail and scope, but it also needed a<br />
specific “inky” look that most traditional simulators have difficulty producing,<br />
even in restricted domains. And because the sequence’s timing and transitions<br />
had already been decided, there was no artistic leeway if the technology ran<br />
into limitations.<br />
On the technical side, artists had to be able to see in real time the results<br />
of increasing the simulation resolution to more than half a billion points for<br />
final output. It was clear to Olcun Tan, co-founder and head of research and<br />
development at Gradient Effects, that traditional fluid simulators were not up<br />
to the task.<br />
While searching for new simulation solutions, Tan discovered Exocortex’s<br />
Slipstream technology. “Before committing to any technology, we did<br />
extensive research by testing all well-known technologies for the type of<br />
work required on Harry Potter,” said Tan. “Unfortunately none were suited for<br />
the task. After seeing the first tests from Exocortex, I was instantly convinced<br />
that we had found our solution in Exocortex’s technology—it was boundingbox<br />
free. The next thing I remember, I was on the phone with Ben Houston<br />
discussing how to integrate the Exocortex technology as the new engine for<br />
our proven in-house tools.”<br />
intel visual adrenaline no. 10, 2011 18
inging magic to life<br />
Slipstream is stable<br />
and predictable so<br />
an artist’s real-time<br />
preview of a fluid<br />
simulation element<br />
is the same as the<br />
final beauty pass.<br />
Exocortex’s Slipstream Technology<br />
Ben Houston, Exocortex’s founder, has long known about the limitations of<br />
traditional simulation methods, having led the Flood fluid simulator project<br />
at Frantic Films. Exocortex was founded with the belief that the traditional<br />
limitations could be overcome, giving artists more creative freedom while<br />
controlling costs.<br />
In the pursuit of these goals, Exocortex’s team had been researching and<br />
developing its proprietary simulation technology since 2008. The result is<br />
Slipstream, a novel approach to fluid simulation that radically expands artist<br />
freedom and allows rapid accurate previews, and realistic and unbounded<br />
simulations, while cutting costs for VFX studios.<br />
A key element of Slipstream technology is the elimination of a simulation<br />
bounding box. There is no simulation box at all, not even a dynamic moving<br />
box behind the scenes. The technology simulates freely in any environment in<br />
which one needs results at an arbitrary level of detail.<br />
Slipstream is stable and predictable so an artist’s real-time preview of a fluid<br />
simulation element is the same as the final beauty pass. Studios can handle<br />
tremendous amounts of simulation without excessive investment in hardware<br />
and personnel because Slipstream is memory and computationally efficient.<br />
Early tests of the Harry Potter memory pool effect using<br />
the Softimage* version of Exocortex Slipstream.<br />
Gradient Effects Taps Exocortex<br />
for Slipstream<br />
Gradient Effects engaged with Exocortex after hearing about its technology.<br />
Immediately, Tan requested simulation and render tests to see if Exocortex’s<br />
Slipstream technology lived up to its reputation. Exocortex’s Houston quickly<br />
delivered results to Tan by modifying their pre-existing technology in<br />
combination with Autodesk’s Softimage* and hardware from <strong>Intel</strong>.<br />
Satisfied with the initial results, Gradient Effects requested further tests<br />
that demonstrated the ability to do the shape matching required in the more<br />
advanced shots of the Harry Potter memory pool sequences. Employing<br />
Softimage once again, Exocortex quickly designed and prototyped a set of<br />
novel extensions to its simulator to achieve the delivery results, which met<br />
with Tan’s approval. Only a few days passed between Tan’s initial contact with<br />
Exocortex and his decision to move forward with Exocortex’s technology.<br />
By using Exocortex’s large and robust simulation-focused code base,<br />
Exocortex’s Jamie Madill and Houston were able to both design and deliver an<br />
initial API that met Gradient Effects’ specifications—just two weeks after the<br />
initiation of the project.<br />
Continuing with this intense pace, three weeks later Madill and Houston<br />
delivered the final, fully multi-threaded version with advanced shape<br />
matching. The frameworks that <strong>Intel</strong> helped Exocortex develop and polish<br />
aided the rapid delivery schedule.<br />
intel visual adrenaline no. 10, 2011 19
inging magic to life<br />
From Promising Research to Production Ready:<br />
<strong>Intel</strong><strong>®</strong> Technology Makes It Happen<br />
EARLY ON, EXOCORTEX REALIZED<br />
THAT ITS INNOVATIVE TECHNOLOGY had<br />
to be paired with a solid and performing<br />
implementation. In 2009, Exocortex began<br />
working with <strong>Intel</strong> technologist Chris Seitz.<br />
Initially, Chris introduced Exocortex to the<br />
<strong>Intel</strong><strong>®</strong> Threading Building Blocks library. After<br />
some fruitful initial tests that quickly produced<br />
a 2.5x speedup on consumer grade quad-<br />
core machines, Exocortex fully embraced its<br />
features. “After a couple days of integrating<br />
<strong>Intel</strong> Threading Building Blocks, the team here<br />
at Exocortex got a 2.5x performance boost,”<br />
said Houston. “Our fluid simulation code is now<br />
on track to scale in a future-proof manner. The<br />
huge return we got was fantastic, and our only<br />
regret is we didn’t investigate it sooner.”<br />
Under the leadership of Exocortex’s Stefan<br />
Xenos, a cache-optimized C++ framework was<br />
created that eased the creation of optimal<br />
threading structures in a mostly transparent<br />
fashion. The entire code base now relies on<br />
this framework. Once the code base was<br />
multi-threaded, the team used the Microsoft<br />
<strong>Visual</strong> Studio*-integrated <strong>Intel</strong><strong>®</strong> Parallel Studio,<br />
which exceeded Exocortex’s expectations of a<br />
profiler tool. <strong>Intel</strong> Parallel Studio allowed them<br />
to rapidly identify bottlenecks in the code to<br />
ensure the optimization development time was<br />
spent wisely, achieving the greatest results. For<br />
further speed in critical sections, Exocortex also<br />
employed <strong>Intel</strong><strong>®</strong> SIMD instructions to ensure<br />
maximum computational throughput.<br />
The memory analysis tool-set feature in<br />
<strong>Intel</strong> Parallel Studio proved incredibly valuable<br />
in identifying unexpectedly dangerous memory<br />
accesses in the code base that otherwise would<br />
have gone unnoticed. The existence of these<br />
difficult-to-diagnose errors prompted Exocortex<br />
to design a fully checked debug memory model,<br />
ensuring that they were caught early on.<br />
To ensure that optimizations were targeted<br />
for the needs of a high-end production<br />
environment, <strong>Intel</strong> provided Exocortex with<br />
professional grade hardware. “Exocortex<br />
Technologies is defining the state-of-the-art<br />
in VFX fluid simulation,” said Seitz. “<strong>Intel</strong> has<br />
been pleased to work with Exocortex to ensure<br />
its simulators take full advantage of multithreading<br />
and the <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processor.”<br />
Designing a Modern Agile Pipeline<br />
The project’s compressed timeline—together with the scope of R&D and<br />
production involved—required the development of an agile pipeline capable of<br />
tying together software, creative talent, and <strong>Intel</strong>’s hardware.<br />
Tan started by combining Exocortex’s simulator technology with Gradient<br />
Effects’ proprietary technology running in Autodesk Maya*. In designing the<br />
process, Gradient Effects used Maya with massive data sets in excess of 40 GB,<br />
while retaining Maya’s inherent flexibility. The team also designed a dynamic<br />
and high-quality emission system to achieve the all-important “inky” look.<br />
Under Tan’s direction, Exocortex modified its simulator technology to be fully<br />
deterministic: Feeding in the same inputs to the simulator would produce<br />
exactly the same results—every time. This addressed two very important<br />
elements of the production pipeline:<br />
• It allowed artists to design the simulations in real time while assuring all<br />
their details would be realized as previewed when the simulators were<br />
re-run for the final beauty pass.<br />
• A single simulation could be split across multiple machines with the<br />
results automatically synchronized.<br />
To minimize the amount of data, camera-based culling and level-of-detail were<br />
employed. “The speed at which Tan adopted the Slipstream technology into<br />
his custom pipeline tools was impressive,” said Houston. “It is a tremendous<br />
asset to Gradient Effects to have a VFX studio leader with such deep<br />
technical knowledge.”<br />
intel visual adrenaline no. 10, 2011 20
inging magic to life<br />
Many-Core Distributed<br />
Simulations<br />
Using one machine per simulation proved<br />
inadequate because of the unprecedented detail<br />
and scope required for each shot, combined with<br />
the need to provide a workable turnaround time<br />
and the desire to minimize compositing tricks.<br />
Because the simulations could be distributed<br />
across multiple machines, between 10 and 20<br />
machines could be assigned to each simulation.<br />
This enabled an astounding 480 cores and 960<br />
GB of memory to be simultaneously dedicated to<br />
a single fluid simulation. The approach proved an<br />
effective time saver with respect to simulation<br />
times, but the raw intensity of the computational<br />
power presented its own challenges.<br />
A Storage System for High<br />
Compute Intensity<br />
Gradient Effects’ simulation and rendering farm<br />
consisted exclusively of <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processor-<br />
based machines, each with 24 cores and 48 GB<br />
of RAM. <strong>Intel</strong>’s processors churned through the<br />
simulation much faster than the simulation data<br />
could be transferred across the network to the<br />
storage servers. The team determined that the<br />
network was acting as a bottleneck on their ability<br />
to rapidly produce the necessary sequences.<br />
At the same time, initially writing 1 GB per frame<br />
per computation node also created a bottleneck.<br />
To solve the problem, an innovative distributed<br />
storage system was created using the simulation<br />
nodes themselves.<br />
Kelly Bergougnoux, IT manager and system<br />
engineer at Gradient Effects, recognized that the<br />
speed advantages of local storage greatly<br />
outweighed the minimal CPU cost per simulation<br />
node of managing a distributed storage system<br />
across the simulation nodes themselves. <strong>Intel</strong>’s<br />
many-core processors already offered significant<br />
CPU power, a small portion of which could be<br />
assigned to managing the distribution store. Even<br />
assigning one core to this task would reduce the<br />
overall machine’s simulation performance by only<br />
less than 5 percent, significantly less than waiting<br />
for the completion of large data transfers to a<br />
storage server.<br />
To make the distributed store more robust, the<br />
team deployed a background data-mirroring<br />
process. This simulation slicing allowed for the<br />
use of 300–500 million elements per frame of<br />
the simulation and a turnaround time of a mere<br />
few hours.<br />
The artists at Gradient Effects were impressed<br />
with the results. “Distributing the simulation,<br />
combined with the speed of the simulation engine,<br />
allowed us to simulate hundreds of millions of<br />
particles whereas in that same time other tools<br />
could simulate only thousands,” said Dave Rindner,<br />
senior effects artist. “The biggest scenes required<br />
at most a few minutes per frame for simulation<br />
with particle counts of half a billion. Smaller scenes<br />
were only seconds per frame.”<br />
Manny Wong, lead effects artist, echoed Rindner’s<br />
thoughts: “The system developed by Gradient<br />
Effects and Exocortex is pretty amazing. The<br />
amount of particles that can be manipulated is<br />
in the millions, and playblasting in Maya is in real<br />
time or close to it. And when you get a beautiful<br />
simulation of ink motion, all that’s required is<br />
cranking up the amount of particles to give it that<br />
inky look.”<br />
In the future, solid-state drives (SSDs), such as<br />
the <strong>Intel</strong><strong>®</strong> SSD 550, are likely a good investment<br />
for render farm machines and could further<br />
enhance the performance of farms under load.<br />
Exocortex is already adding <strong>Intel</strong> SSDs to its<br />
artists’ machines.<br />
Because these<br />
sequences, particularly<br />
those featuring the<br />
whale, would be critical<br />
for maintaining the<br />
movie’s emotional hold<br />
on the audience, it was<br />
important to choose<br />
the right technology.<br />
Remaking of a Classic:<br />
Moby Dick<br />
In summer 2009, Canadian VFX supervisor<br />
Will Garrett was involved in pre-production on<br />
Germany’s Tele Muenchen Group TV remake of<br />
Moby Dick. Filming was scheduled to start in early<br />
fall on location in Canada and Malta with William<br />
Hurt, Gillian Anderson, and Ethan Hawke in the<br />
lead roles.<br />
The CG star of Moby Dick.<br />
intel visual adrenaline no. 10, 2011 21
Adaptive tetrahedral cutaway.<br />
Simulating Open Oceans<br />
The large production presented Garrett with a number of VFX challenges, including finding a cost-effective<br />
way to replace William Hurt’s left leg with a peg for specific shots (which was achieved, by the way, by<br />
using a color-neutral gray sock with reflective markers and a lot of skilled compositing). He also needed to<br />
incorporate both live action footage and a computer-generated whale in many of the ocean sequences.<br />
Because these sequences, particularly those featuring the whale, would be critical for maintaining the<br />
movie’s emotional hold on the audience, it was important to choose the right technology while staying within<br />
the made-for-TV budget. Garrett selected Exocortex for its innovative technology, experience with liquid<br />
simulation, and ability to quickly adapt its software to the specific needs of the Moby Dick production.<br />
Exocortex’s Maelstrom Technology<br />
While Gradient Effects used Exocortex’s Slipstream technology for Harry Potter and the Deathly Hallows:<br />
Part 2, Garrett chose Exocortex’s Maelstrom technology for his project. Exocortex’s Maelstrom is similar<br />
to Slipstream in that both were designed to overcome the speed and scalability limitations of existing<br />
simulation approaches.<br />
Exocortex Maelstrom* was used for all<br />
underwater shots of Moby Dick (left) as well as<br />
the live-action integrated chase shots on<br />
the ocean surface (below).<br />
However Maelstrom uses a multi-patent-pending adaptive tetrahedra simulator core, a first in the VFX<br />
industry. The development of this unique adaptive tetrahedra simulator is the result of a three-year<br />
collaboration between Exocortex and Christopher Batty, a renowned University of British Columbia and<br />
Columbia University researcher.<br />
Moby Dick Productions was the first production company to experience the benefits of this new<br />
approach to liquid simulation.<br />
“Garrett was fun to work with,” said Exocortex’s Houston. “He has that rare and very effective<br />
combination of great interpersonal skills, an eye for detail, and the ability to leverage new technology in<br />
demanding situations.”<br />
intel visual adrenaline no. 10, 2011 22
inging magic to life<br />
William Hurt’s leg had to be skillfully replaced with a peg to achieve the right<br />
look for Captain Ahab.<br />
Building a Custom Solution for Moby Dick<br />
The first stage of the 10-month project involved integrating the core simulator<br />
technology into Autodesk Softimage to allow rapid iteration and the ability to<br />
rerun simulations to add further detail.<br />
Next, the team applied Batty’s research innovations to achieve high-quality<br />
interaction between the liquid simulator and the intricate meshes that<br />
represented the whale and the boats. A spray, foam, and bubble system was<br />
also created to handle breaking-water situations.<br />
Finally, Exocortex pushed the scalability of the simulator by automating and<br />
optimizing its adaptive nature. For this last task, using <strong>Intel</strong><strong>®</strong> Parallel Studio<br />
was essential to Exocortex’s development effort.<br />
The project was a joint learning experience: Both Exocortex and the Moby<br />
Dick team learned how best to use the simulator and improve the software to<br />
meet the needs of the production.<br />
The end result was a uniquely scalable, adaptive tetrahedral-based liquid<br />
simulation system tightly integrated into an Autodesk Softimage workflow.<br />
Because Exocortex relied on the <strong>Intel</strong><strong>®</strong> Threading Building Blocks library, the<br />
software was able to take full advantage of Garrett’s investment in an <strong>Intel</strong><br />
Xeon processor-based render farm.<br />
The extensive feature set of the simulator allowed its use on a wide variety<br />
of water shots, including whale chases and underwater sequences. In the end,<br />
over 150 shots used the Exocortex liquid simulator.<br />
“Exocortex’s custom software, combined with the <strong>Intel</strong> Xeon processor-based<br />
hardware, significantly enhanced what we were able to achieve on a madefor-TV<br />
production budget,” said Garrett.<br />
Conclusion<br />
With the help of <strong>Intel</strong><strong>®</strong> tools and technology, Gradient Effects and Will Garrett<br />
were able to incorporate Exocortex’s technology into their tool sets, enabling<br />
their artists to create awesome VFX in a fraction of the time previously<br />
possible. Their efforts helped bring the magic to life in both Harry Potter and<br />
the Deathly Hallows: Part 2 and Moby Dick. •<br />
intel visual adrenaline no. 10, 2011 23
<strong>Intel</strong> <strong>®</strong> <strong>Visual</strong><br />
Adrenaline Gets<br />
App’tized<br />
YOU’VE HELD US IN YOUR HANDS, and you’ve downloaded our content<br />
from the Web. Now, <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline takes the next step in<br />
delivering news you can use in the way you choose by creating the <strong>Intel</strong><strong>®</strong><br />
<strong>Visual</strong> Adrenaline app for smart devices, starting with the Apple iOS*<br />
platform (iPad*, iPhone* and iPod touch*).<br />
Like the magazine itself, the new app concentrates on delivering eye-<br />
popping content, key tips and tricks, updates on software tools, and other<br />
advances in the graphics world. Only now we can keep you informed<br />
wherever you are and however you acquire the insights that make your<br />
career sizzle. Our goal is still the same: to serve up vital content to early<br />
adopters in the community, wherever they may be.<br />
The new <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline app provides extensive access to videos that<br />
give you even more in-depth coverage of news and commentary.<br />
intel visual adrenaline no. 10, 2011<br />
DOWNLOAD THE INTEL<strong>®</strong> VISUAL<br />
ADRENALINE APP TODAY!<br />
STREAM GREAT CONTENT TO YOUR<br />
iPHONE*, iPAD*, OR iPOD TOUCH*<br />
We Control the Vertical AND the Horizontal<br />
According to Hitendra “Hits” Naik, <strong>Intel</strong> visual computing marketing manager,<br />
the new app takes advantage of iPad features several ways. “<strong>Intel</strong> was<br />
very explicit in designing this app to play to our strengths,” Naik said. “We<br />
wanted to incorporate multiple usage models when it came to designing<br />
the look and feel. When held in vertical, or ‘portrait’ mode, the article you’re<br />
viewing appears in a standard view, with the ability to scroll through text<br />
and minimized graphics. The effect is much like reading a magazine or<br />
newspaper in column format, as you concentrate on the text.”<br />
Conversely, when flipped to horizontal or “landscape” mode, there is more of<br />
a “Wow!” factor as the visual beauty of the graphics shines forth. Images are<br />
larger and pack more pixels, so you get more of your <strong>Visual</strong> Adrenaline fix.<br />
Accompanying text still flows the way you’d expect, but you don’t sacrifice<br />
the graphics view.<br />
The app uses all the familiar navigation methods for iPad, iPhone, and iPod<br />
touch users: You can swipe and tap, and set up favorites at will. You’ll find<br />
links to the <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline Software Developer Program, and the<br />
all-important Feedback button lets you communicate your suggestions for<br />
improvements.<br />
“The articles look great on the iPad,” Naik said. “When we were designing<br />
this, we were pretty excited. The content is completely digital, and visually<br />
rich and vibrant, so we wanted to keep true to that. We didn’t want to<br />
clutter the interface with competing colors, so we actually kept it utilitarian,<br />
with simple icons and low contrast.”<br />
24
va app for ipad*, iphone*, and ipod touch*<br />
<strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline articles get all the<br />
punch they deserve thanks to the new app’s<br />
attention to visual appeal.<br />
All the familiar content<br />
produced by <strong>Intel</strong><strong>®</strong> <strong>Visual</strong><br />
Adrenaline magazine’s awardwinning<br />
writers will be available<br />
on the Apple iPhone*.<br />
Additional Content Comes Alive<br />
We’re all familiar with the advantages of DVDs and Blu-ray* discs over the old VHS tapes—<br />
more content arrives at our fingertips, for a full 360-degree view. The <strong>Intel</strong> <strong>Visual</strong> Adrenaline<br />
app is similar in that regard, while using better navigation than a remote control can ever<br />
deliver. When you find an article that invites a deeper dive, you can easily spend more time on<br />
that topic. For example, many of the graphics that could accompany an article end up on the<br />
editorial room floor, metaphorically speaking, due to space constraints. Thanks to the <strong>Intel</strong><br />
<strong>Visual</strong> Adrenaline app, readers can browse through picture galleries that didn’t make the print<br />
edition and view more photos, graphics, screenshots, and cut scenes.<br />
Expanding the Marketing Reach<br />
Tonya Degance, <strong>Intel</strong> visual computing marketing program manager and managing editor for<br />
<strong>Intel</strong> <strong>Visual</strong> Adrenaline magazine, said the new app demonstrates <strong>Intel</strong>’s solid commitment<br />
to helping the industry deliver Visibly Smart experiences on <strong>Intel</strong><strong>®</strong> products and platforms.<br />
“We’ve worked hard to create an app that fits into our entire strategy for marketing to the<br />
development community and visual computing professionals. In just ten issues, we have<br />
compiled an amazing amount of content—too much for just the<br />
magazine, in fact. By streaming content through the new app, we can<br />
bring our readers even more information and let them pick and choose<br />
the content that most appeals to them.”<br />
The new app has<br />
a simple, one-page<br />
“user’s guide.”<br />
So head over to the app store and tell us what you think. Download<br />
the app, provide a review, and make your voice heard. We’re listening! •<br />
GET THE APP NOW!<br />
Extensive use of galleries makes<br />
the new <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline app<br />
easy to navigate.<br />
intel visual adrenaline no. 10, 2011<br />
25
By John Gaudiosi<br />
WITH OVER 11 MILLION SUBSCRIBERS<br />
WORLDWIDE, Blizzard Entertainment keeps<br />
online gamers coming back for more World of<br />
WarCraft* (WoW) by consistently adding to the<br />
virtual world of Azeroth. Cataclysm* is the most<br />
ambitious expansion to date of the massively<br />
multiplayer online (MMO) fantasy role-playing<br />
game. While most of the attention has been<br />
focused on the new 3D facelift that the game<br />
has undergone, Cataclysm is pushing the linear<br />
aspect of interactive entertainment forward with<br />
its Hollywood-inspired, in-game cinematics.<br />
Much has changed at Blizzard Entertainment in<br />
a short period of time. “In the early days we<br />
were a much smaller group that came through<br />
school studying film,” said Jeff Chamberlain,<br />
project director at Blizzard Entertainment. “As<br />
we’ve grown, we’ve brought in a lot of the<br />
Hollywood talent, and they’ve been able to<br />
bring their experiences from those studios. It’s<br />
created a melting pot of Hollywood studios and<br />
video game developers, which has been very<br />
beneficial for us.”<br />
PUTTING THE WOW IN THE CINEMATICS OF<br />
WORLD OF<br />
WARCRAFT :<br />
*<br />
One such person who migrated from Hollywood<br />
to the game world is Terran Gregory, associate<br />
director for Cataclysm. Gregory said that films’<br />
CATACLYSM *<br />
100-year history—including its more recent<br />
venture into computer animation—has given<br />
the craft a large head-start over video game<br />
storytelling. But the team at Blizzard has learned<br />
a lot from those years of filmmaking. “I would say<br />
gaming has probably learned about storytelling<br />
from Hollywood and maybe Hollywood has<br />
learned a little bit about technology from gaming,”<br />
said Gregory.<br />
Bringing Deathwing to Life<br />
Blizzard’s biggest endeavor yet on the cinematic<br />
front was introducing Deathwing to the WoW<br />
faithful and establishing what has become a<br />
very important character in the game universe.<br />
Marc Messenger, director for cinematics at<br />
Blizzard, said the role of pre-rendered cinematics<br />
goes beyond just watching the mini-movies. The<br />
team wants players to also see the cataclysmic<br />
events that are happening and then remember<br />
them later on.<br />
“We want the player to remember the cinematics<br />
and how they inform the in-game destruction<br />
to give a truly epic sense of what it would be<br />
like to stand in the presence of a thousandfoot<br />
wave or see fire streak across the sky,”<br />
explained Messenger.<br />
The process for bringing cinematics to life starts<br />
with brainstorming a vision and idea. In a nutshell,<br />
Messenger said it’s about finding a way to<br />
succinctly convey the character of the current<br />
expansion and make it as cool as possible.<br />
“We just sit down and roll through a bunch of<br />
ideas,” said Messenger. “On Cataclysm, in the<br />
first meeting, the game team had a strong idea<br />
of what the expansion was going to be, and we<br />
were able to get in sync pretty quickly.”<br />
“Once Marc and the crew had their idea down,<br />
we functioned as a normal Hollywood animation<br />
studio,” said Chamberlain. “We storyboard<br />
everything, have a fast iteration process,<br />
and then go through a series of reviews and<br />
approval processes. Once we are locked down on<br />
something we like, we start working like a normal<br />
animation studio with animation, modeling, and<br />
the typical artistic departments.”<br />
“One technology that we developed for Cataclysm<br />
was a new camera approach where we could<br />
actually get our 3D world using a motionrecorded<br />
camera so the director could film his<br />
subject in real time,” explained Chamberlain. “That<br />
added a little bit of flavor to the experience and<br />
made it more like a Hollywood project.”<br />
intel visual adrenaline no. 10, 2011 26
world of warcraft*: cataclysm*<br />
Gregory said that for the in-game cinematics,<br />
at some point during the production of Cataclysm,<br />
the development team saw an opportunity<br />
to have a couple of movies play within the<br />
gameplay experience. The team’s goal was to<br />
introduce Worgen and Goblin, the game’s new<br />
playable character races.<br />
“We were tasked with making sure these were an<br />
appropriate introduction to the characters,” said<br />
Gregory. “We wanted it to draw upon their entire<br />
kit, their mood, and their environment. The game<br />
introduces new places in the world never before<br />
seen, and we wanted to establish very succinctly<br />
in a cinematic art form what these races were<br />
like in those worlds and how they feel, so people<br />
would know what they had gotten into.”<br />
To bring those goals to life, Blizzard relied on<br />
an in-game pipeline that has evolved over the<br />
past six years. The technology was originally<br />
developed to produce game trailers and gameplay<br />
footage, but in recent years the team has<br />
received additional support and tools from<br />
the gameplay team.<br />
“New tools have helped us make things more<br />
cinematic in the game through the use of<br />
cameras, as well as the control and manipulation<br />
in real time of actors that we can work through,”<br />
said Gregory. “It’s a different world working with<br />
the game itself, instead of just 3D. Being able to<br />
walk around the environment as if you’re on a<br />
set with the actors, and really have a feel of the<br />
space as you move them around was important.<br />
We even had people piloting the characters<br />
around so it was like working with talent, instead<br />
of just working with objects.”<br />
These new advances have allowed the team<br />
to improve the visual fidelity of the characters<br />
in cinematics. Improved facial animation was<br />
just one element that brought more believable<br />
characters to life in the game. And Gregory said<br />
technology is constantly evolving, which means<br />
the next round of cinematics will push the bar<br />
even higher.<br />
The Future of Cinematics<br />
The ultimate goal of Blizzard’s cinematic teams is<br />
to get the player emotionally involved with the<br />
characters that they’re interacting with as the<br />
intel visual adrenaline no. 10, 2011 27
story unfolds. Technology plays a crucial<br />
role in helping the programmers, artists, and<br />
effects wizards conjure more believable and<br />
higher fidelity characters to which gamers can<br />
connect and identify.<br />
“Hopefully, if we get better at doing that along<br />
the way, someone playing the game may end<br />
up getting so emotionally involved that they<br />
end up crying or cheering,” said Chamberlain.<br />
“We received a really nice e-mail from a fan<br />
recently who said that after he watched one of<br />
our cinematics he had to run around the block<br />
pumping his fists and cheering, so that’s just<br />
awesome to know.”<br />
“It’s fascinating that we are at this place in time<br />
where we can move people emotionally through<br />
a video game,” added Chamberlain. “I don’t know<br />
The World Ends Better with the<br />
2nd Generation <strong>Intel</strong><strong>®</strong> Core Processor Family<br />
World of WarCraft* players who experience the new Cataclysm* expansion on a 2nd gen<br />
<strong>Intel</strong> Core processor-based PC or laptop will be able to enjoy the full vision of the teams behind the<br />
massively multiplayer online (MMO) games’ cinematics and gameplay. <strong>Intel</strong> worked closely with the<br />
engineers at Blizzard Entertainment to ensure that the new expansion takes full advantage of the<br />
advanced processing power of the 2nd gen <strong>Intel</strong> Core processor.<br />
Throughout the development process, <strong>Intel</strong> provided Blizzard with access to architects,<br />
engineers, graphics specialists, and experts across different product groups to enable collaboration.<br />
Together, the technicians went through the online world frame by frame to make the most of the<br />
interactive experience.<br />
“We captured key frames using <strong>Intel</strong><strong>®</strong> Graphics Performance Analyzers and evaluated the most<br />
expensive components of that frame to find the bottlenecks,” explained Josh Doss, senior graphics<br />
software engineer at <strong>Intel</strong>. “We then worked with Blizzard to find ways to mitigate those bottlenecks.<br />
In doing so, it often increases the performance not only on our hardware, but also across the board on<br />
discrete hardware and for a general increase in performance.”<br />
The end result benefits everything from the game engine to the final gameplay experience and<br />
the visual fidelity of the game. Even the game’s cinematic performance receives a boost through this<br />
enhanced speed.<br />
<strong>Intel</strong> continues to work with Blizzard to ensure that its game developers are well informed about<br />
current and future technologies to help make the MMO world essentially future proof. For gamers, that<br />
means Azeroth will continue to grow in size and scope. And for 2nd gen <strong>Intel</strong> Core processor-based PC<br />
or laptop owners, this world has never looked better.<br />
if that could have been said twenty years ago at<br />
the dawn of video games. Now it seems like that<br />
line between simple gameplay and embracing<br />
a story is getting increasingly blurred. They’re<br />
becoming one and the same thing.”<br />
The other line that is becoming more blurred in<br />
video games is the one between cinematics and<br />
the gameplay experience. While there was once<br />
a huge downgrade in fidelity when the game<br />
transitioned to its playable form, PC gamers are<br />
able to more seamlessly wade into interactive<br />
experiences such as WoW today.<br />
“For in-game cinematics, there’s always the<br />
challenge of making the cinematic presentation<br />
not exclude the player,” said Gregory. “Technology<br />
plays a lot into that as we try and look for<br />
more ways to make the transition a seamless<br />
experience. With StarCraft* II and Cataclysm,<br />
we’ve started to include the player’s character<br />
in the cut scenes. We’re just getting into that<br />
now, and the future looks really bright with new<br />
technologies allowing us to achieve that.”<br />
Gregory said storytelling challenges remain,<br />
including how to tell a story that keeps the player<br />
involved around every corner. He said it takes<br />
a lot of creative solutions from a lot of creative<br />
people to make it a fun and engaging experience.<br />
Blizzard has been doing that well, to the tune<br />
of over 11 million devoted subscribers over the<br />
years. Looking ahead, advances in technology<br />
will allow for more cinematic experiences both<br />
in-game and outside of the gameplay to push<br />
players further in the fantasy world of Azeroth. •<br />
intel visual adrenaline no. 10, 2011 28
DIGITAL<br />
ARTISTS<br />
Justin Lassen and his friends reveal three ways<br />
that <strong>Intel</strong><strong>®</strong> technology keeps them busy<br />
If there’s one breed of super-user that has truly<br />
benefited from <strong>Intel</strong>’s role in the computer<br />
revolution, it’s the digital artist. Improvements in<br />
multi-core CPU technology haven’t just spurred<br />
artistic creativity among digital content<br />
creators—they’ve unleashed their very souls.<br />
Digital art files routinely reach over a gigabyte in<br />
size, putting tremendous pressure on CPUs and<br />
RAM. Today, netbooks powered by the <strong>Intel</strong><strong>®</strong><br />
Atom processor serve as a readily available<br />
conduit to creativity, from capturing reverb in<br />
European cathedrals to recording crashing waves<br />
on California beaches. Ideas that might have<br />
been scribbled on a bar napkin can now be<br />
captured safely.<br />
<strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline magazine has tracked the<br />
career of digital musician Justin Lassen since our<br />
earliest editions. For this issue, we checked back<br />
with Justin and talked to his artistic friends to<br />
learn what technology has done for them lately.<br />
Justin introduced three of his digital heroes: Kirsi<br />
Salonen, Alex Ruiz, and Erlend Mørk.<br />
Lassen credits <strong>Intel</strong> with bringing him in contact<br />
with this trio of creative souls. “As a result of my<br />
collaboration with <strong>Intel</strong>, I was able to meet and<br />
develop relationships with them. We did<br />
Synaesthesia together, and we’re like a family.<br />
We’re all so different and spread across the world.<br />
We would never have met if it weren’t for art<br />
and technology and that creative drive.”<br />
The impact of technology boils down to three<br />
key assists for digital artists: power, speed,<br />
and creativity.<br />
Harness the Power<br />
Better technology will always benefit powerhungry<br />
customers. But what, exactly, is the<br />
significance of that connection?<br />
Lassen believes part of the magic is how<br />
software vendors continue to upgrade tools to<br />
take advantage of the newest processors. “Studio<br />
One Pro* is optimized for <strong>Intel</strong><strong>®</strong> multi-core CPUs.<br />
For a while, SONAR* was the only software truly<br />
optimized for multi-core, but Studio One Pro now<br />
does it. And more products are starting to come<br />
around. They’re getting ready for the future.”<br />
Kirsi Salonen, a dark fantasy author and digital<br />
artist from Finland, recently upgraded to 24 GB of<br />
RAM and a new <strong>Intel</strong><strong>®</strong> Core i7 processor on an<br />
Asus P6T* motherboard. “The more layers you<br />
add to the picture, the more you need some<br />
serious power. Sometimes I have over 30 layers<br />
within one work. It’s easier to play with layers,<br />
and it helps to construct the image better than<br />
traditional painting.”<br />
HARNESS<br />
PC POWER<br />
Justin Lassen,<br />
digital composer.<br />
Like most digital artists, Salonen does her own<br />
technical support. “I earn my living through the<br />
computer, and it’s been my best friend (along<br />
with my dog, Wario) for over eight years. I’ve<br />
spent most of my adult years learning to paint<br />
digitally, so in a way I’m married to technology.”<br />
Digital artist and animator Alex Ruiz works in the<br />
heart of the digital art scene in Los Angeles. He’s<br />
worked on the television series The Simpsons,<br />
and he teaches digital art to aspiring students.<br />
“Since I use Photoshop* mostly, the faster and<br />
stronger the machine, the faster one can be in<br />
creating. Photoshop uses a lot of RAM, and since<br />
file sizes can get huge, it’s extremely important<br />
to have a good setup.”<br />
intel visual adrenaline no. 10, 2011 29
Ruiz depends primarily on Adobe Photoshop and<br />
Corel Painter*. “Those two programs are my<br />
main arsenal, but I’ll use other programs to<br />
create elements that have a look I can’t get in<br />
Photoshop or Painter. I’ll use 3D programs such<br />
as ZBrush*, SketchUp*, Bonzai3d*, and GroBoto*<br />
and bring those elements back in and paint over<br />
them. Sometimes you can find interesting<br />
programs online and create stuff in the<br />
actual browser.”<br />
Norwegian digital artist Erlend Mørk has been<br />
hailed as a great, dark surrealist, who starts with<br />
photographs and then brings in the drawing<br />
tablet and Adobe Photoshop to create moody,<br />
texturized landscapes and scenes. He has found<br />
himself on an upgrade treadmill, but rather than<br />
reject the premise of continual improvements,<br />
he’s embraced the paradigm. “I love the fact that<br />
the possibilities are increasing and a given<br />
challenge becomes easier with each new version<br />
of hardware and software. I use a laptop that was<br />
impressive a few years ago, but not today. I had<br />
to look up the specs: 2.53 GHz <strong>Intel</strong><strong>®</strong> Core2 Duo<br />
[processor] P9500 and 4 GB RAM. I know<br />
painfully well that my computer is way<br />
under-powered. Four gigs of RAM is a cruel joke!”<br />
The Speed to Keep Up<br />
For Mørk, the computer has been both a boon<br />
and a curse. “Faster computers make it possible<br />
to work at higher bit depths and with increasingly<br />
complex layer and smart object configurations in<br />
Photoshop. But, I’m not sure it has made me more<br />
productive because I compensate for the time<br />
saved by attempting more advanced things. And I<br />
am spending more time on the average image<br />
than in the past. Hopefully for the better.”<br />
“I use only Adobe Photoshop. I’ve been using a lot<br />
of “focus stacking” software lately, such as<br />
Zerene Stacker* or Helicon Focus*.” So far, Mørk<br />
isn’t involved with beta programs or providing<br />
input to development teams. “Adobe is usually<br />
way ahead of me . . . I’ll think of a feature that<br />
would be handy, and find it’s often there already.”<br />
Lassen points to a subtle way that speed can<br />
help a digital artist. “Here’s the way I described it<br />
to the solid-state drive [SSD] team. Currently,<br />
even with a fast mechanical drive, when I load a<br />
project, I want to load up the 70-piece orchestra.<br />
Normally, that would take four to six minutes<br />
before I can start composing. That’s plenty of<br />
time to lose the idea completely. Or, say I wake up<br />
from a deep sleep and I want to get an idea down.<br />
So I go over to the computer and I’m like, ‘oh, man,<br />
Trado ut Admiratio<br />
(Surrender to Astonishment)<br />
(2010) by Alex Ruiz. Shown<br />
at the Hive Gallery Featured<br />
Artist show in LA. Ruiz uses<br />
Adobe Photoshop* and Corel<br />
Painter as his primary tools.<br />
I’ve got to wait ‘til this thing loads.’ By that time<br />
my inspiration has dulled or been tainted. But<br />
with SSDs, they’ve cut the load time down to<br />
45 seconds, max. It gives my idea a fighting<br />
chance to get recorded.<br />
“The best stuff that I make is usually created on<br />
the spot. It’s about being able to instantly create<br />
without waiting. SSDs are taking us closer to that<br />
dream. Normally we have to wait for the samples<br />
to load before we can get going.”<br />
Ruiz pointed out that speed is crucial to realizing<br />
some of his best ideas. “Digital creation is having<br />
the ability to create at the speed of thought,<br />
assuming one has a good control over the<br />
program tools. I can instantly bring in texture<br />
from photographs to influence the painting. I<br />
have easy access to color, canvas resizing,<br />
custom brushes, and a myriad of other things in<br />
one location. When you’re in that zone, you want<br />
a system that can keep up.”<br />
Capturing the Creative Spark<br />
The third empowering aspect of computational<br />
muscle is the idea that artists can capture<br />
creative moments without losing the spark.<br />
Sometimes, creativity is like a fire hose, and ideas<br />
just pour out. You don’t want to be tethered to<br />
intel visual adrenaline no. 10, 2011 30
digital artists<br />
your monster machine back in the office. Lassen<br />
points to the ability to use netbooks when<br />
traveling. “Inspiration happens anywhere, and<br />
now I can chronicle that and then take it back and<br />
do post-work on it. You want to be ready for that<br />
idea. Otherwise, when you drive back to the<br />
house, you won’t have the same idea.”<br />
Salonen recently completed her fantasy novel<br />
Ordera, supplying not only the text but artwork<br />
as well. On top of that, she’s finished commissions<br />
Desert Sand (2009) by Kirsi Salonen, is the<br />
portrait of a wild, proud, and free-spirited elfish<br />
girl. It has a painterly touch, mixed with realism.<br />
She considers it her “fantasy portrait.”<br />
and other projects, so being busy is just part of<br />
her DNA. A key for her is being able to work<br />
when the inspiration hits. “I’m extremely<br />
Whether composing soundtracks for feature films or video games,<br />
remixing pop songs, or assembling new hip-hop tunes, many musicians today<br />
rely on extensive audio sample libraries to bring their ideas to life. Sample<br />
libraries can comprise thousands of short recordings of anything from<br />
orchestral strings to rare world instruments, captured with varied volumes,<br />
playing techniques, and acoustic settings so musicians can have a full<br />
spectrum of sound at their fingertips.<br />
For musicians such as Justin Lassen who rely on digital audio workstations<br />
for composing and recording, traditional hard disk drives can produce<br />
significant bottlenecks in the creative workflow. Loading the massive libraries<br />
into software-based samplers and “virtual instruments” can be a timeconsuming<br />
process. Add to that the mechanical limitations and high failure<br />
rates of traditional hard disk drives, and musicians can face compositions<br />
and sample libraries that are vulnerable to loss. After years of experiencing<br />
dropped notes and audio glitches, including a devastating loss of years of<br />
work because of a hard drive crash, Lassen knew he needed a reliable, durable<br />
drive that would let him take his work on the road.<br />
spontaneous when it comes to working. I tend to<br />
work in dashes and do as much as possible<br />
without wearing myself out. I’m a sort of<br />
workaholic; I paint ‘til I drop on my keyboard.<br />
Sometimes I take one job at a time and focus on<br />
it, but sometimes it’s all multitasking. Doing art<br />
isn’t always a day job. Inspiration might strike in<br />
the middle of the night, and then I grab it.”<br />
Golden Weaver (2010)<br />
by Kirsi Salonen.<br />
<strong>Intel</strong><strong>®</strong> Solid-State Drives Enhance Music Production<br />
Ruiz agrees, saying he has no real set pattern to<br />
his creativity. “Sometimes I’ll be incredibly<br />
disciplined for hours at a time, and other times I<br />
can’t stand more than five minutes of it! Music<br />
really helps, or putting a movie on in the<br />
background. I really never can tell what mood I’ll<br />
be in, but that’s when I have to ‘override’ myself<br />
and create whether I feel like it or not. The<br />
computer is a double-edged sword. I have all the<br />
tools and speed the machine has to offer, and at<br />
the same time I have the mother of all<br />
(continued on page 30)<br />
Self-Centered by Alex Ruiz. Ruiz has worked as an<br />
illustrator, concept artist, art instructor, and prolific<br />
digital artist.<br />
Lassen installed 300-GB <strong>Intel</strong><strong>®</strong> Solid State Drives (<strong>Intel</strong><strong>®</strong> SSDs) in his<br />
primary mobile workstation—an Apple MacBook* Pro with an <strong>Intel</strong><strong>®</strong> Core i7<br />
processor. “In my environment, the <strong>Intel</strong> SSDs cut loading time for each multilayered<br />
instrument from five minutes to just 30 seconds,” he said.<br />
The <strong>Intel</strong> SSDs also helped eliminate dropped notes and audio problems<br />
experienced with hard disk drives. “With hard disk drives, I couldn’t play or<br />
perform many compositions in real time without glitches or dropped notes,”<br />
said Lassen. “And with <strong>Intel</strong> SSDs, I experienced zero dropped notes. These<br />
drives are performance ready, even for compositions with layered instrument<br />
patches or passages with repetitive, fast notes. These drives allow me to<br />
realize compositions that I envision, without limitations.”<br />
“When I wake up in the middle of the night with a great idea, the last<br />
thing I want to do is wait for instruments to load—I lose that inspiration,” said<br />
Lassen. “With <strong>Intel</strong> SSDs, I can start working almost instantly so I can capture<br />
the inspiration the moment I have it.”<br />
intel visual adrenaline no. 10, 2011 31
digital artists<br />
Experiment V (2009)<br />
by Erlend Mørk.<br />
Motten-Dämmerung (2010) by<br />
Erlend Mørk. The artist uses<br />
photography as a base for a<br />
dark, surrealistic feel.<br />
intel visual adrenaline no. 10, 2011<br />
(continued from page 29)<br />
distractions at my fingertips . . . the Internet!”<br />
For Mørk, creativity is like a beast he’s tamed. “I<br />
work in measured periods. I’ll decide when I’m<br />
going to work, and I’ll try to do it whether the<br />
‘spirit’ is there or not. The inspiration is usually only<br />
there when I’m inventing the idea in my head, and<br />
from there to realizing it is simply work. These<br />
past weeks, I’ve been trying to shoot some chains<br />
correctly, and it is only later I’ll know for sure if it’ll<br />
contribute to the final work. There’s often a long<br />
delay between working and seeing the results.”<br />
The downside of computing power and speed at<br />
an artist’s fingertips is a dependence on the<br />
“undo” feature and continually reworking<br />
something. “You can always go back and undo<br />
mistakes,” said Ruiz. “This is great when you feel<br />
you’ve screwed something up. But it’s also a<br />
hindrance because it becomes a crutch . . . when<br />
you don’t necessarily need one. A lot of artists<br />
use this too much, and it keeps them from<br />
learning from their mistakes and progressing. As<br />
far as when the image is finished, it’s when the<br />
client says so! When it’s your own work, you can<br />
spend as long as you’d like, but sometimes that’s<br />
too long. Many times I post my work to my Web<br />
sites even though I might not feel it’s completely<br />
‘done.’ I remind my students (and myself) of the<br />
old saying in the movie business: ‘A film is never<br />
finished, it’s only released.’”<br />
Salonen agrees that computer-generated images<br />
are both a blessing and a curse. “I quote the<br />
French poet Paul Valéry here: ‘An artist never<br />
really finishes his work; he merely abandons it.’<br />
This is how I see many of my works. When I’m<br />
nearly done with all the details, I take a break<br />
from the work for a couple of days before I<br />
declare it is complete.”<br />
Lassen has his own example. “I have a famous<br />
remix called Faint. I did it for Linkin Park, and it<br />
got millions of listens on YouTube*. But, I did two<br />
remixes. One, I spent two-and-a-half weeks<br />
slaving away to make it awesome, and it was<br />
popular. But the one that actually got famous<br />
was the one that I spent five hours on. I was in<br />
that mode of creating, and I didn’t feel like I did a<br />
great job on it, but I was going with the flow,<br />
feeling that spark of inspiration. So it’s funny how<br />
that works out.”<br />
Next Steps<br />
Like any good technology fans, Justin and his<br />
friends are happy to think about where the ride is<br />
headed. According to Mørk, it will be awhile<br />
before a digital print can compare with an oil<br />
painter’s original, with its infinite resolution,<br />
three-dimensional quality of the strokes, and<br />
potential to use just about any color pigment.<br />
“But those properties are only interesting to a<br />
certain point, and digital printing is already close<br />
enough for me.”<br />
Mørk says that, whatever comes next, he’ll sign<br />
up. “There are a lot of advantages and shortcuts<br />
in digital creation. I’m expecting great<br />
improvements in the future, and I’m envying<br />
those born today. It’s a shame people are<br />
frowning upon the ability to dispense with the<br />
technical difficulties of the past and take every<br />
shortcut that offers itself. Personally, I’m only<br />
interested in the final work, and my philosophy is<br />
to do it the easiest, cheapest, and most efficient<br />
way. I look forward to the time when I can simply<br />
hook my brain up to a computer and create the<br />
image by thinking it.” •<br />
32
RECOGNIZING THAT ENTHUSIASTS WHO<br />
CREATE MOVIES, music, and photos could benefit<br />
tremendously from the expertise of <strong>Intel</strong> value-<br />
added resellers that typically serve professional<br />
digital media creators, <strong>Intel</strong> recently launched the<br />
<strong>Intel</strong><strong>®</strong> Digital Media “Creators” program. It takes<br />
a special breed of channel partner to cater to<br />
the needs of audio, video, and photography pros,<br />
who rely on PCs to deliver exceptionally high<br />
performance with 24/7 reliability.<br />
“Some of our top channel partners are experts<br />
in digital media,” said Brent McCray, enthusiast<br />
marketing manager at <strong>Intel</strong>. “We’re now working<br />
closely with them to launch hardware and<br />
software bundled solutions powered by some of<br />
<strong>Intel</strong>’s best technologies and tailor-made for the<br />
digital media enthusiast.”<br />
What constitutes a digital media enthusiast?<br />
“We’re focusing on two kinds of people,” McCray<br />
said. “The aspiring professional who, for example<br />
in music, perhaps has a band and plays gigs<br />
but hasn’t yet achieved ultimate fame, and the<br />
hobbyist who has a day job, but spends nights<br />
and weekends creating music, editing photos, and<br />
making videos.”<br />
The <strong>Intel</strong> <strong>®</strong> Digital<br />
Media “Creators”<br />
Program<br />
PROFESSIONAL, HIGH-PERFORMANCE SOLUTIONS<br />
POWERED BY INTEL<strong>®</strong> TECHNOLOGIES BENEFIT<br />
DIGITAL MEDIA ENTHUSIASTS<br />
<strong>Intel</strong> tapped three powerhouse channel partners—<br />
PCAudioLabs, The3DShop.com, and BOXX<br />
Technologies—each experienced with the needs<br />
of creative professionals working in music and<br />
sound, photography, and video, respectively. “Our<br />
goals are three-fold: Provide targeted solutions<br />
for the enthusiast, listen and learn from our<br />
customers in each of these creative markets,<br />
and enable more customers around the world to<br />
deliver solutions to market in 2012 and beyond.”<br />
The 2nd generation <strong>Intel</strong><strong>®</strong> Core i5 and Core i7<br />
processors are ideally suited for digital media<br />
creation at all levels. Thanks to new technologies<br />
that boost performance on demand and maximize<br />
data throughput, these new processors speed<br />
video editing and other multimedia tasks, such as<br />
image rendering and photo retouching, as well as<br />
audio recording, editing, and mastering.<br />
“We’re specifically using <strong>Intel</strong> Core i5-2500K and<br />
Core i7-2600K desktop processors that can take<br />
full advantage of <strong>Intel</strong><strong>®</strong> Turbo Boost Technology,<br />
<strong>Intel</strong><strong>®</strong> Hyper-Threading Technology (on the<br />
Core i7), <strong>Intel</strong><strong>®</strong> HD Graphics 3000, as well as<br />
overclockability, 1 allowing total creative freedom<br />
by maximizing performance to match your<br />
workload,” McCray said. “Of course, [<strong>Intel</strong><strong>®</strong>] Xeon<strong>®</strong><br />
processor-based workstations for professionals<br />
and mobile solutions are also available.”<br />
“The solutions we’re launching also feature <strong>Intel</strong><strong>®</strong><br />
desktop motherboards with <strong>Intel</strong><strong>®</strong> Z68 chipset<br />
technology and <strong>Intel</strong><strong>®</strong> Solid-State Drives—both<br />
311 and 320 series. <strong>Intel</strong> motherboards deliver<br />
exceptional performance, quality, and reliability.<br />
Among many other benefits, the Z68 chipset<br />
technology allows enthusiasts to affordably<br />
cache their favorite programs on their <strong>Intel</strong><br />
SSD through <strong>Intel</strong><strong>®</strong> Smart Response Technology,<br />
further accelerating the creative workflow.”<br />
Compared to traditional spinning hard disk<br />
“Powerhouse integrators<br />
and software vendors<br />
now make their<br />
expertise in out-of-thebox<br />
hardware/software<br />
solutions available to<br />
digital enthusiasts who<br />
create movies, music,<br />
and photos.”<br />
— BRENT MCCRAY, ENTHUSIAST<br />
MARKETING MANAGER AT INTEL<br />
1 Unlocked feature allowing for full CPU core overclocking is currently available exclusively on <strong>Intel</strong><strong>®</strong> Core i7-990X, <strong>Intel</strong><strong>®</strong> Core i7-2600K and <strong>Intel</strong><strong>®</strong> Core i5-2500K processors. WARNING: Altering<br />
clock frequency and/or voltage may (i) reduce system stability and useful life of the system and processor, (ii) cause the processor and other system components to fail, (iii) cause reductions in system<br />
performance, (iv) cause additional heat or other damage, and (v) affect system data integrity. <strong>Intel</strong> has not tested, and does not warrant, the operation of the processor beyond its specifications.<br />
<strong>Intel</strong> assumes no responsibility that the processor, including if used with altered clock frequencies and/or voltages, will be fit for any particular purpose.<br />
intel visual adrenaline no. 10, 2011 33
digital media program<br />
drives, <strong>Intel</strong> SSDs help deliver breakneck speed and, with no moving parts,<br />
greater reliability. The <strong>Intel</strong> SSD 311 series has been optimized for <strong>Intel</strong><strong>®</strong><br />
Smart Response Technology, providing blazing SSD performance, at value<br />
SSD pricing, to boost use of high capacity hard drives.<br />
Access to Excellence<br />
Addressing the computing needs of digital content creators requires a deep<br />
understanding of the complex interdependencies between the hardware<br />
components and software applications. “We chose to work with PCAudioLabs,<br />
The3DShop.com, and BOXX Technologies,” McCray said, “because these<br />
channel partners are extremely successful at delivering a great computing<br />
experience to the crème de la crème of the industry—top film producers,<br />
music artists, recording studios, and photographers.”<br />
“Our approach is to make their expertise available to enthusiasts in out-ofthe-box<br />
hardware/software solutions that fit their needs as well as their<br />
pocketbooks. Each company will design three configurations to deliver “good,<br />
better, and best” performance, addressing differentiation, customization, and<br />
specialized services requirements.”<br />
Sound Experience: PCAudioLabs and<br />
Cakewalk SONAR* X1 Essentials<br />
ABOUT PCAUDIOLABS<br />
PCAudioLabs has been addressing the needs of professional musicians and<br />
producers for 10 years, with clientele including the U.S. Air Force, the Grand<br />
Ole Opry, Stevie Wonder, DJ Shorty, Hollywood Undead, and many other<br />
notable musicians, producers, and enterprises. This diverse group places high<br />
demands and even higher expectations on their digital audio and music tools.<br />
“We call our systems MCs—Music Computers—not PCs,” said Greg Butler,<br />
managing director of PCAudioLabs. “A general-purpose PC can handle a lot of<br />
tasks very well, such as running spreadsheets, using e-mail, or browsing the<br />
Internet. However, they’re not built from the ground up to handle the special<br />
needs of musicians and producers.”<br />
The PCAudioLabs Custom Shop specializes in building MCs tailored and<br />
optimized for the needs of its more discerning clients. The Rok Box* line<br />
of MCs are prebuilt turnkey solutions that have been tuned to specific<br />
music and audio applications. For the <strong>Intel</strong> Digital Media “Creators” program,<br />
PCAudioLabs is building Rok Boxes based on 2nd gen <strong>Intel</strong> Core i5-2500K<br />
and Core i7-2600K processors and running Cakewalk SONAR* X1 Essentials<br />
music software. As Butler said, “We think the 2nd generation <strong>Intel</strong><strong>®</strong> Core<br />
processors are the best that have ever been made. They’ve opened up a<br />
whole new world for everyone who does audio—professionals, aspiring pros,<br />
and hobbyists alike.”<br />
ABOUT CAKEWALK SONAR* X1<br />
ESSENTIALS SOFTWARE<br />
Cakewalk is one of the leading providers of awardwinning<br />
digital audio recording software. The company’s<br />
flagship product, SONAR Producer, is one of the most<br />
advanced 64-bit digital audio workstations (DAWs)<br />
available. SONAR Essentials builds on Producer’s professional feature set,<br />
making creating music faster and easier than ever. Cakewalk has worked<br />
closely with <strong>Intel</strong> engineers for years, maintaining cutting-edge performance<br />
on <strong>Intel</strong><strong>®</strong> platforms, so Cakewalk X1 Essentials was a natural choice for<br />
inclusion in the <strong>Intel</strong> Digital Media “Creators” program.<br />
“SONAR Essentials features the same redesigned user interface as SONAR<br />
Producer and gives users access to more audio tracks than DAWs costing<br />
twice as much,” said Michael Hoover, Cakewalk’s executive VP of products.<br />
“With its powerful collection of effects and instruments SONAR Essentials has<br />
everything an enthusiast needs to start creating music with ease.”<br />
Thanks to the enhancements and optimizations built into 2nd gen<br />
<strong>Intel</strong> Core i5 and Core i7 processors, including the new 256-bit AVX<br />
instruction set that delivers twice the data throughput of the previous<br />
generation of <strong>Intel</strong><strong>®</strong> Streaming SIMD Extensions instructions, the software<br />
is highly responsive and musical.<br />
Picture-Perfect Performance:<br />
The3dShop.com and<br />
Cyberlink PhotoDirector* 2011<br />
ABOUT THE3DSHOP.COM<br />
The3DShop.com has been serving the needs of high-end professional<br />
designers and 3D artists since 1997. According to CEO, C. K. Tan, the <strong>Intel</strong><br />
Digital Media “Creators” program is an exciting opportunity to reach a much<br />
wider audience. “We’ve never focused on building machines for hobbyists<br />
or aspiring professional photographers before,” Tan said. “We get calls<br />
to custom build machines that are optimized for Adobe Photoshop*, but<br />
they’re usually from high-end customers whose primary concerns are<br />
performance and durability, as well as our ability to provide support.”<br />
For the <strong>Intel</strong> Digital Media “Creators” program, systems designers at<br />
The3DShop.com applied their knowledge of building high-end workstations<br />
for photographers and other digital media professionals to create offthe-shelf<br />
solutions that take advantage of the latest <strong>Intel</strong><strong>®</strong> technologies.<br />
“Hobbyists don’t need a dedicated graphics card,” Tan said, “because 2nd<br />
generation <strong>Intel</strong> Core processors feature <strong>Intel</strong> HD Graphics, increasing<br />
performance for all levels of photographers.”<br />
“These processors substantially reduce the amount of time it takes to apply<br />
filters to high-resolution photos with user-friendly photo-editing software<br />
such as CyberLink’s new PhotoDirector* 2011,” Tan continued. “And<br />
because PhotoDirector is optimized for <strong>Intel</strong><strong>®</strong> Quick Sync Video hardwareaccelerated<br />
encoding technology, creating a web photo gallery to share<br />
with family and friends is fast and easy.”<br />
Like the other program partners, The3DShop.com is offering three versions<br />
of its GraVT* (pronounced “gravity”) Luminous series computers designed<br />
to deliver good, better, and best levels of performance. The systems include<br />
2nd gen <strong>Intel</strong> Core i5 or Core i7 processors, <strong>Intel</strong> motherboards, <strong>Intel</strong> SSDs,<br />
DDR3-1333 RAM, memory card readers, and the option to add a Samsung<br />
calibrated monitor.<br />
intel visual adrenaline no. 10, 2011 34
digital media program<br />
ABOUT CYBERLINK PHOTODIRECTOR* 2011<br />
CyberLink is no stranger to offering professional features<br />
in easy-to-use media creation software for enthusiasts.<br />
CyberLink’s top-selling applications for consumers were among<br />
the first to take full advantage of 2nd gen <strong>Intel</strong> Core i5 and<br />
Core i7 processors and <strong>Intel</strong> Quick Sync Video hardware-<br />
accelerated encoding. When The3DShop.com and <strong>Intel</strong> set out to choose a<br />
powerful, user-friendly photo management and editing tool to bundle, they<br />
turned to CyberLink PhotoDirector 2011.<br />
“We’re thrilled to be<br />
part of the <strong>Intel</strong> Media<br />
‘Creators’ program,” said<br />
Louis Chen, CyberLink<br />
director of product<br />
marketing. “We’ve<br />
worked closely with<br />
<strong>Intel</strong>, optimizing our<br />
software to deliver<br />
maximum performance. And thanks to <strong>Intel</strong> Quick Sync Video technology,<br />
PhotoDirector delivers blazing performance for tasks such as photo<br />
rendering and retouching.”<br />
At press time, CyberLink PhotoDirector 2011 was in the final stages of<br />
pre-release testing. Designed for passionate photographers, the software<br />
delivers exceptional performance, allowing users to import, manage, edit,<br />
and share photos easily. Supporting a wide range of image formats—<br />
including RAW—PhotoDirector includes a lightbox mode for previewing and<br />
browsing pictures, the ability to display important camera metadata, and<br />
powerful, non-destructive editing tools optimized for the 2nd gen <strong>Intel</strong> Core<br />
processor family.<br />
Dream Systems: BOXX Technologies and<br />
Cyberlink PowerDirector* 9<br />
ABOUT BOXX TECHNOLOGIES<br />
For over 10 years, BOXX Technologies has been designing high-performance<br />
workstations and rendering systems for creative professionals working in<br />
video, special effects, animation, and design visualization industries. Customers<br />
such as Disney and the U.S. Army Corps of Engineers turn to BOXX when they<br />
need purpose-built systems designed around their workflow.<br />
“Our customers place high demands on their hardware and software,” said<br />
Shoaib Mohammed, VP of marketing and business development for BOXX<br />
Technologies. “And because we understand all aspects of creative workflows,<br />
including hardware and software, we’re able to deliver fast, innovative, and<br />
reliable customized solutions that meet our customers’ needs.”<br />
For the <strong>Intel</strong><strong>®</strong> Digital Media “Creators” program, BOXX is offering three turnkey<br />
systems based on 2nd generation <strong>Intel</strong><strong>®</strong> Core i5-2500K and Core i7-2600K<br />
processors. These systems feature <strong>Intel</strong><strong>®</strong> motherboards with the Z68 chipset,<br />
<strong>Intel</strong><strong>®</strong> HD Graphics, <strong>Intel</strong><strong>®</strong> Solid-State Drives (<strong>Intel</strong><strong>®</strong> SSDs), and up to 16-GB<br />
DDR3-1333 RAM.<br />
“For the first time, we’re using <strong>Intel</strong> HD<br />
Graphics, which integrates high-performance<br />
graphics and media processing right on the<br />
processor,” Mohammad said. “Along with<br />
other <strong>Intel</strong> technologies such as <strong>Intel</strong> Quick<br />
Sync Video, we are confident that we’re<br />
providing an optimal bundled software<br />
and hardware solution for hobbyists and<br />
aspiring professionals.”<br />
For optimal performance, BOXX paired 2nd gen <strong>Intel</strong> Core i7 and Core<br />
i5 processors with <strong>Intel</strong> SSDs, which significantly out-perform standard<br />
HDDs. “BOXX is in a constant state of innovation—always incorporating and<br />
advancing the latest and greatest technology,” Mohammed said. “SSDs have<br />
made tremendous strides, providing increased capacity at attractive prices.<br />
We’re extremely pleased with <strong>Intel</strong> SSDs.”<br />
Mohammed considers the <strong>Intel</strong> Digital Media “Creators” program an incredible<br />
opportunity for enthusiasts. “We’ve been serving the needs of professional<br />
studios for well over a decade, but until now, our high performance<br />
systems were often out of reach for aspiring pros and hobbyists. We’re very<br />
excited to be able to offer these customers turnkey solutions that include<br />
maximum-performance components from <strong>Intel</strong>.”<br />
ABOUT CYBERLINK POWERDIRECTOR 9<br />
BOXX worked closely with the <strong>Intel</strong> Software and<br />
Services Group to choose the appropriate video software<br />
solution and then design its hardware to support it. The<br />
teams chose CyberLink PowerDirector 9. As the first<br />
64-bit consumer video editor, CyberLink PowerDirector<br />
9 offers enthusiasts a powerful, intuitive tool set for polishing and enhancing<br />
HD video shot with consumer electronics devices, including smartphones, video<br />
and DSLR cameras, webcams, and more. Because CyberLink engineers worked<br />
closely with <strong>Intel</strong> application engineers to tune and optimize PowerDirector for<br />
the 2nd gen <strong>Intel</strong> Core processor family and <strong>Intel</strong> Quick Sync Video integrated<br />
media processing, users can handle complex HD footage fluidly. And once their<br />
projects are complete, converting the footage to a variety of popular devicefriendly<br />
formats is quick and easy.<br />
“We’re seeing up to 10x<br />
faster video encoding,<br />
playback, and conversion<br />
with 2nd generation<br />
<strong>Intel</strong> Core i5 and [Core]<br />
i7 processors, thanks<br />
to deep parallelism,<br />
increased throughput,<br />
and hardwareaccelerated<br />
encoding<br />
offered by <strong>Intel</strong> Quick Sync Video technology,” said Louis Chen, CyberLink<br />
director of marketing. “We’re very happy to be a part of the <strong>Intel</strong> Digital Media<br />
‘Creators’ program, and think enthusiasts will benefit greatly from these new<br />
purpose-built hardware and software solutions.” •<br />
intel visual adrenaline no. 10, 2011 35
India’s Animators Set Blazing<br />
Growth Pace with <strong>Intel</strong> Computing<br />
Can you name the country that leads the world<br />
in movie ticket sales and the number of films<br />
produced? It’s not the United States. According<br />
to online sources, that country is India. Thanks<br />
to the huge demand for entertainment, India<br />
has become a hotbed for computer graphics and<br />
animation. Studios and producers from all over<br />
the world are turning to India for help with<br />
animation projects. India offers talented<br />
technicians, competitive pricing, and finished<br />
work of the highest quality, on blockbuster<br />
titles you’re sure to recognize.<br />
India’s first animated film, Agent Vinod,<br />
featured, amid the traditional singing and<br />
dancing common to movies from “Bollywood”, 1<br />
an animated scene with actor Jagdeep flying<br />
around Bombay holding balloons. From that<br />
humble start, animation and visual effects have<br />
grown considerably. Just last year, seven films<br />
wrapped production in a 12-month period,<br />
including Toonpur Ka Superhero, Luv Kush—The<br />
Warrior Twins, and Ramayana the Epic. Vikram<br />
Bhatt’s upcoming movie, Haunted, is apparently<br />
India’s first stereoscopic 3D film. According to<br />
INDUSTRY<br />
SNAPSHOT<br />
INDIA’S ANIMATION STUDIOS<br />
SHOWING RAPID GROWTH<br />
the 2011 FICCI-KPMG Indian Media and<br />
Entertainment Industry Report (Frames Report)<br />
the Indian animation industry is predicted to<br />
grow from the present USD 1.8 billion to USD<br />
2.9 billion by 2015.<br />
Powered by growth in cable access, digital<br />
content, and the services industry, India’s<br />
economy grew by more than 8 percent per<br />
year from 2004 to 2010, according to<br />
tradingeconomics.com. While China leads the<br />
world’s population with 1.3 billion people,<br />
India is right behind at 1.2 billion, and with an<br />
economy larger than USD 4 trillion, the country<br />
places fourth in gross domestic product. From<br />
any angle, India is a captivating story, but one of<br />
its most fascinating sectors is its animation and<br />
visual effects (VFX) industry, as highlighted in<br />
the Frames Report.<br />
Published annually, the Frames Report is a joint<br />
venture between KPMG International and FICCI.<br />
It covers television, print, radio, music, and other<br />
entertainment activity, and in sector after<br />
sector, India presents a compelling growth story.<br />
Animated scene from The Mummy: Tomb<br />
of the Dragon Emperor (2008, Universal<br />
Pictures), created in part by the Indian<br />
animation studio subsidiary of<br />
Los Angeles-based Rhythm & Hues.<br />
1 “Bollywood,” a combination of “Bombay” (Mumbai’s former name) and “Hollywood,” is the name given to the Mumbai-based Hindi language film industry.<br />
intel visual adrenaline no. 10, 2011<br />
36
india’s animation industry<br />
To explore the importance of technology at a pair<br />
of leading animation studios, <strong>Visual</strong> Adrenaline<br />
reached out to executives at Crest Studios, a local<br />
production house, and Rhythm & Hues, an<br />
international producer with developers in India.<br />
They discussed their technology infrastructure<br />
and the importance of <strong>Intel</strong>-based systems, and<br />
demonstrated their enthusiasm for future<br />
product development.<br />
Cutting Down<br />
Compute-Years<br />
Starting in 1987, Rhythm & Hues transitioned<br />
from creating simple flying logos to more<br />
challenging animation. Today it creates Academy<br />
Award-winning VFX. Gautham Krishnamurti, CTO<br />
at Rhythm & Hues, described how his company<br />
grew into a powerhouse in the global animation<br />
industry. “In 1999, we acquired VIFX from 20th<br />
Century Fox, and in 2001 we opened our first<br />
international studio in Mumbai, India. In 2007,<br />
we expanded to Hyderabad, India, followed by<br />
Kuala Lumpur, Malaysia, in 2009. We are currently<br />
opening a facility in Vancouver, British Columbia.”<br />
The company currently employs over 1,400<br />
workers in three countries. Recent and upcoming<br />
projects include Mr. Popper’s Penguins (Fox),<br />
X-Men: First Class (Fox), Life of Pi (Fox), Everybody<br />
Loves Whales (Universal), Alvin and the<br />
Chipmunks: Chip-Wrecked (Fox), Moneyball (Sony),<br />
and Snow White and the Huntsman (Universal).<br />
Gauth explained that significant changes have<br />
recently occurred in his industry. The VFX<br />
requirements have become significantly more<br />
challenging, while the production schedules have<br />
grown tighter. “It took us 2,000 compute-years<br />
to render the imagery seen in HOP,” an Easterthemed<br />
movie released in early 2011 that was<br />
produced by Universal Studios and Illumination<br />
Entertainment. “Prior to that, our most intensive<br />
job only took 400 compute-years. We had to<br />
scale our infrastructure eight-fold to handle that<br />
show’s demands,” he said.<br />
E.B., the star of the movie HOP.<br />
machines with four to eight gigabytes of RAM.<br />
Today, they range from quad-core to dual six-core<br />
machines, with 24 to 64 GB of RAM.”<br />
Gauth reserves the most powerful workstations<br />
to handle the most compute intensive tasks.<br />
“Some VFX artists have access to 24-core <strong>Intel</strong><br />
processors with 64 GB of RAM,” he said. “Some<br />
simulations take up to five days to compute.”<br />
Rendering imagery is his most expensive compute<br />
operation, but with shrewd investments, their<br />
latest batch of rendering servers, which rely on<br />
<strong>Intel</strong><strong>®</strong> Core i7 processors, has met the challenge.<br />
While technology issues have been solved with<br />
hardware investments, hiring artists to run those<br />
machines has been difficult. “Finding suitable<br />
talent is a global problem,” according to Gauth.<br />
“All of our facilities have the same issue—having<br />
to train a lot of the artists—so we created<br />
apprentice programs for the various disciplines.”<br />
Hooray for Bollywood!<br />
While speaking with AK Madhavan, CEO of Crest<br />
Animation Studios Ltd., his passion and enthusiasm<br />
for the Indian animation industry was contagious.<br />
In 1999, Crest delved into long format animation<br />
in the computer-graphics animation space. “I think<br />
we have established credibility and a comfort level<br />
among several ‘big boys,’ like Universal, Sony, and<br />
Lions Gate, and we are doing some great work<br />
for Disney and DreamWorks. So the industry has<br />
grown fairly well in the outsourcing model,” he said.<br />
“I believe that in the television space, India delivers<br />
much higher quality than other Asian outsourcing<br />
facilities. We’ve moved from work for hire to<br />
co-owning intellectual properties and building our<br />
own ideas.”<br />
The key behind Crest’s growth has been continual<br />
investment in technology, according to Madhavan.<br />
“Over the years we made many mistakes; we<br />
The growing power of multi-core CPUs with<br />
hyper-threading have made Rhythm & Hues<br />
rethink its programming paradigm. “Our compute<br />
infrastructure includes workstations<br />
and render nodes, and our latest hardware uses<br />
<strong>Intel</strong><strong>®</strong> processors. A few years ago, most of our<br />
compute infrastructure comprised dual-core<br />
Source: FICCI-KPMG Indian Media and<br />
Entertainment Industry Report 2011.<br />
intel visual adrenaline no. 10, 2011 37
india’s animation industry<br />
Clockwise from top left: Scene from The Incredible Hulk<br />
(2008, Marvel) was created in part by Rhythm & Hues<br />
Studio; HOP; The Chronicles of Narnia: Prince Caspian;<br />
and The Golden Compass.<br />
learned by falling down and getting back up. In those days, we didn’t know<br />
how to build a storage system, so we used the workstation hard disks to do our<br />
renders. We soon realized that wasn’t enough. When faced with a bottleneck in<br />
terms of a networking issue or storage, we solved the problem and moved on.<br />
It gives me great pride to say that we didn’t miss a single air date.”<br />
Today, Crest boasts state-of-the-art systems that rival any global studio, another<br />
source of pride for Madhavan. “On the floor today we have about 400 graphic<br />
seats, using Hewlett-Packard and IBM workstations. About a year ago we added<br />
30 or 40 Dell workstations. Our storage servers and render farms are largely HP.<br />
We use <strong>Intel</strong> processors—multi-core, quad-core—and all kinds of configurations.”<br />
Setting the Stage for a Bright Future<br />
Madhavan is enthusiastic about the future of India’s animation industry.<br />
“When it comes to technology and the creative competence, we’re far ahead of<br />
China, Philippines, Korea, Malaysia, and even Singapore. A lot of Indian<br />
production facilities are delivering great animation quality for the television<br />
and the DVD market space. We are a long way from doing feature films, but<br />
we’re far ahead of many Asian countries in the long format space.”<br />
After nearly a decade of growth, Madhavan believes India has an edge in<br />
terms of developed talent. “It’s not only because we are an English-speaking<br />
country, but we’ve also adapted to the cartoons and humor. If you see Alpha<br />
and Omega, you will find in the credit list 260 names—all Indian talent—who<br />
worked on the movie.”<br />
Summary<br />
Thanks to big investments in technology and infrastructure, India’s animators<br />
and VFX artists are taking on more complex projects and pushing their skills<br />
to the limit. It’s only a matter of time before full-length animated feature films<br />
are the norm. Until then, expect many more glowing reports from industry<br />
boosters, and hang on for the ride. •<br />
intel visual adrenaline no. 10, 2011 38
New <strong>Intel</strong> Center Driving the<br />
Future of <strong>Visual</strong> Computing<br />
Imagine exploring Paris through a digital window in your living room, using a camera to capture a 3D blueprint of your house to<br />
plan your next remodel, or trying on clothing in a virtual dressing room that shows how fabrics flow with your every move. These<br />
are a few potential applications of visual computing, a fast-growing field of technology that combines photorealism, HD video,<br />
and audio, interactivity, and computational modeling to enable real-time, life-like immersive experiences.<br />
The demand for visual computing is accelerating in parallel with increasing computational power that enables the processing of<br />
complex visual data, the proliferation of mobile devices, and the demand for improved user experiences. In the future, people will<br />
use their computing platforms to interact with the world in richer ways, letting them enjoy realistic simulated experiences that<br />
blur the line between the physical and virtual worlds.<br />
Investing in the Future<br />
In January 2011, <strong>Intel</strong> announced the <strong>Intel</strong> Science and Technology Center<br />
(ISTC) program, which will invest approximately USD 100M over the next five<br />
years on collaborative academic research centers. The first of these centers is<br />
the <strong>Intel</strong> Science and Technology Center for <strong>Visual</strong> Computing (ISTC-VC), which<br />
is focused on the development of innovations in life-like computer graphics,<br />
natural user interfaces, and realistic virtual humans that will in the future<br />
make people’s technology experiences more immersive. The goal is to drive<br />
visual computing applications that not only look, act, and feel real, but also<br />
accelerate the pace at which these innovations reach consumers.<br />
The ISTC-VC, launched in Q1 of 2011, is a collaboration between <strong>Intel</strong> and<br />
experts from eight top U.S. universities: Cornell, Harvard, Princeton, Stanford, UC<br />
Berkeley, UC Davis, UC Irvine, and the University of Washington. Stanford is the<br />
hub of the virtual center, driving projects that will explore fundamental research<br />
problems and potential applications in this emerging space.<br />
The center is co-led by Stanford professor, Pat Hanrahan, and <strong>Intel</strong> Senior<br />
Principal Engineer, Jim Hurley. To date, the center has engaged 30 academic<br />
researchers and 45 graduate students. The ISTC-VC also expands the work of<br />
the <strong>Intel</strong> <strong>Visual</strong> Computing Institute in Germany, at Saarland University, launched<br />
in 2009 as <strong>Intel</strong>’s hub for visual computing research in Europe. The two centers<br />
will coordinate their work and team up on complementary projects.<br />
While much of the research of the ISTC-VC will focus on the development of<br />
systems and application software to enable visual computing, <strong>Intel</strong> will use<br />
the results to guide the development of future hardware platforms. <strong>Intel</strong> has<br />
been at the forefront of developing hardware to enable visual computing, most<br />
recently with the January launch of the 2nd generation <strong>Intel</strong><strong>®</strong> Core processor<br />
family microarchitecture (formerly code-named Sandy Bridge). The new<br />
processor is delivered on <strong>Intel</strong>’s cutting-edge 32nm process technology and<br />
combines the GPU and CPU to deliver powerful graphics and computational<br />
capabilities to a broad range of devices.<br />
Overview of the Research<br />
The work of the ISTC-VC is divided into four overlapping research themes:<br />
scalable real-time simulation, perceiving people and places, content creation,<br />
and graphics and systems. <strong>Intel</strong> is funding the research, but the findings and<br />
software prototypes developed by the center will be made widely available<br />
to the research community, encouraging the development of new visual<br />
computing applications and supporting technology.<br />
Real-Time Simulation<br />
The simulation of physical phenomena is central to visual computing—from<br />
light transport and appearance to the dynamics of fluids and solids, the<br />
movement of virtual characters, and increasingly the sounds these systems<br />
make. Such multi-sensory simulations are notoriously expensive to compute<br />
making it difficult to realize real-time simulations and develop simulation<br />
applications for mobile computing.<br />
This theme will address physics-based simulation and multi-sensory rendering<br />
in an integrated and connected manner: light, motion, and sound. Research<br />
will focus on the unique challenges that simulated virtual characters<br />
pose. In addition, this theme will explore the computational challenges of<br />
scalable simulation as it relates to multi-physics and multi-sensory software<br />
integration, parallel and distributed computing, interactive and hard real-time<br />
computation, model complexity (for example, planetary-scale simulation), the<br />
spectrum of computing platforms (from mobile to the cloud), and ever-present<br />
memory and bandwidth concerns.<br />
Perceiving People and Places<br />
The proliferation of digital cameras, coupled with explosive progress in<br />
computer vision, has led to major breakthroughs in sensing technologies.<br />
These technologies will impact our everyday lives—in cameras, maps, and<br />
search capabilities—with many more uses on the way (cars, personal<br />
robotics, smart homes, and so on). These advances are due mainly to the<br />
intel visual adrenaline no. 10, 2011 39
intel science and technology center<br />
(Clockwise from top left) 3D models of a woven wool scarf (created at Cornell<br />
University), faucet dripping water (Cornell University), and facial muscles<br />
(Stanford University). One goal of the researchers is to produce simulations<br />
with integrated light, sound, and motion, driven by physics-based algorithms.<br />
recent development of extremely accurate and robust low-level computer<br />
vision algorithms for feature detection, matching, and 3D measurement. The<br />
next wave of breakthroughs will be defined by the ability to infer high-level<br />
functional and semantic information about people and environments from<br />
images and video. Beyond determining if a person is present, next-generation<br />
systems will reliably perceive who it is and what that person is doing, down to<br />
the level of actions and activities.<br />
Such capabilities are already beginning to transform gaming experiences<br />
through 3D camera-based motion detection and control, but this is just the<br />
beginning. Similarly, next-generation 3D vision systems will go beyond raw<br />
depth measurement to also being able to perceive the functional and semantic<br />
content of the scene. While current 3D-modeling methods represent the<br />
scene as an unorganized mass of points or triangles, next-generation systems<br />
will recognize what is in the scene—doors, chairs, stairs, sidewalks, windows,<br />
tables, and other components. Beyond scene visualization, these new<br />
capabilities will enable applications—such as home remodeling previsualization<br />
and building searchable, functional 3D city models from online<br />
imagery, and light detection and ranging (LIDAR) data—that will enhance<br />
online virtual worlds.<br />
Content Creation<br />
Creating visual content is difficult. Consider any visual medium: photographs,<br />
video, 3D models, diagrams and illustrations, realistic 3D renderings, animation,<br />
slide presentations, Web page design, games, and so on. The software tools<br />
for creating such visual media usually include sophisticated interfaces that<br />
provide precise and flexible control over the content. Yet, they are dauntingly<br />
difficult to learn to use effectively. Although cameras now allow anyone<br />
to easily capture photos and video, tools for manipulating such media and<br />
creating other forms of visual content remain accessible only to experts.<br />
We believe that two recent trends offer the promise of enabling a significantly<br />
wider set of everyday users (of all skill levels) to produce visual content:<br />
• Collaboration via the Internet. The World Wide Web allows people to work<br />
together and take advantage of complementary skills to collaboratively<br />
create content. Already content-sharing sites such as Flickr* and<br />
YouTube* allow people to add photos and video to their visual projects.<br />
Crowd sourcing frameworks (for example, Amazon Mechanical Turk* or<br />
CrowdFlower*) allow requesters to post content creation tasks that other<br />
workers can fulfill for small payments. Multi-player games provide other<br />
types of incentives to create content. We believe that such collaboration<br />
will fundamentally change the way people create visual content.<br />
• New sensing hardware for input. Mobile devices have recently made<br />
video cameras, microphones, and multi-touch screens commonplace.<br />
Similarly, gaming systems are poised to make 3D cameras and<br />
accelerometers inexpensive and ubiquitous. Such sensors enable<br />
simple, direct gestural interaction and can provide greater recognition of<br />
context. We expect that developing content creation interfaces that take<br />
advantage of such hardware will increase accessibility of these tools to<br />
a much wider set of users.<br />
intel visual adrenaline no. 10, 2011 40
intel science and technology center<br />
Semantically labeled 3D model, suitable for urban planning (University of Washington).<br />
Graphics and Systems<br />
Research<br />
To create the future architectures needed to<br />
support advances such as those outlined in<br />
the above three themes, ISTC-VC researchers<br />
will explore next-generation architectures and<br />
tools that address the following four crucial<br />
technology trends:<br />
• Personal computing is increasingly moving<br />
away from traditional desktop computers<br />
toward mobile devices, ranging from laptops<br />
to tablets to pocket-sized computers, phones,<br />
and other battery-powered devices. This is<br />
creating a need to design systems that focus<br />
on mobility with an emphasis on poweraware<br />
design, miniaturization, and efficient<br />
computing given a minimal cost, power, and<br />
volume budget.<br />
• Just as computing is moving away from<br />
traditional PCs onto mobile devices,<br />
computing is also moving in a new direction—<br />
into the cloud—which can deliver superior<br />
reliability, cost savings, and scalability<br />
compared to the desktop.<br />
• GPU design is evolving from an emphasis<br />
on pure fixed function designs to a much<br />
more programmable design philosophy that<br />
promises to provide algorithm flexibility<br />
and programmer productivity, and improve<br />
overall system efficiency. This trend is<br />
likely to result in heterogeneous graphics<br />
systems with heterogeneity at many levels:<br />
fine-grained (such as integer versus floatingpoint<br />
arithmetic logic units (ALUs)), medium-<br />
grained (such as rasterization or texture<br />
filtering units), and coarse-grained (CPU cores<br />
versus GPU cores). Determining the right<br />
mix of units and programming the resulting<br />
heterogeneous systems is one of the grand<br />
systems design challenges in computing.<br />
• Finally, at all levels of computing, from<br />
mobile to desktop to the cloud, the gap is<br />
growing between the capabilities of the<br />
hardware—what the system can do—and the<br />
delivered performance of the software—what<br />
the system actually does. As the hardware<br />
becomes more complex, more parallel, and<br />
more heterogeneous, there is a real and<br />
growing need to solve the programmability<br />
problem by building software that allows<br />
programmers and users to make the most<br />
of the hardware. These trends will affect<br />
designs, implementations, and software<br />
support for future graphics systems of all<br />
sizes, from small, inexpensive mobile systems<br />
to traditional single-node.<br />
Creating the Future<br />
It is difficult to imagine all the potential visual<br />
computing experiences that will be possible in 10<br />
years, but with the launch of ISTC-VC, <strong>Intel</strong> hopes<br />
to drive the development of the technologies<br />
required to realize them. By bringing together the<br />
top minds in the field, in Europe and now across<br />
the United States, <strong>Intel</strong> has made a substantial<br />
commitment to advancing the future of visual<br />
computing, for the benefit of researchers and<br />
consumers alike. •<br />
Researchers at the University of Washington are<br />
exploring ways to segment photos of people into<br />
components that can be tagged, tracked, and<br />
manipulated to create new 3D content.<br />
While current<br />
3D-modeling<br />
methods represent<br />
the scene as<br />
an unorganized<br />
mass of points or<br />
triangles, nextgeneration<br />
systems<br />
will recognize what<br />
is in the scene—<br />
doors, chairs, stairs,<br />
sidewalks, windows,<br />
tables, and other<br />
components.<br />
intel visual adrenaline no. 10, 2011 41
NEXT WAVE<br />
OF THE CONSUMER<br />
VIDEO REVOLUTION<br />
RIDING THE<br />
The latest video-processing apps from<br />
CyberLink and Roxio tap into the power of the<br />
2nd generation <strong>Intel</strong><strong>®</strong> Core processor family<br />
THE CONSUMER VIDEO RENAISSANCE IS IN<br />
FULL SWING, thanks to technological innovations<br />
that make it possible for anyone to create<br />
professional-looking HD videos, complete with<br />
Hollywood-style transitions, effects, graphics,<br />
sound, and animation. Modern video and still<br />
cameras, smartphones, and webcams are all<br />
capable of shooting and storing high-quality HD—<br />
even stereoscopic 3D (S3D)—video digitally. And<br />
a new generation of software from companies<br />
such as CyberLink and Roxio offers hobbyists and<br />
serious enthusiasts powerful yet uncomplicated<br />
tools for ease in editing, converting, and sharing<br />
their movies, photos, and music creations.<br />
CyberLink Media Creation,<br />
Playback, and Sharing<br />
Applications<br />
CyberLink specializes in designing software<br />
solutions that showcase the latest advances in<br />
processing power. It also markets its own line of<br />
video software. So when PCs equipped with 2nd<br />
gen <strong>Intel</strong><strong>®</strong> Core processors hit the market earlier<br />
this year, CyberLink was ready with versions<br />
of its top-selling applications for consumers—<br />
CyberLink PowerDirector*, MediaEspresso*,<br />
PowerDVD* 3D, and YouCam*—all tuned and<br />
optimized to tap into hardware-accelerated <strong>Intel</strong><strong>®</strong><br />
Quick Sync Video media processing and the multithreading<br />
capabilities built into the 2nd gen <strong>Intel</strong><strong>®</strong><br />
Core i5 and Core i7 processors.<br />
BY DOMINIC MILANO<br />
For CyberLink customers, those performance<br />
optimizations translate to usability. “We surveyed<br />
our users and discovered they all wanted one<br />
thing—to be able to edit faster,” said Louis Chen,<br />
director of product marketing at CyberLink. “We’re<br />
seeing a significant performance boost using<br />
the latest generation of the <strong>Intel</strong> Core processor<br />
family thanks to deep parallelism, greatly<br />
increased throughput, and integrated media<br />
processing. In some cases, video encoding,<br />
playback, and conversion is up to 10x faster.”<br />
PowerDirector 9 Ultra64, billed as the<br />
world’s first native 64-bit consumer video<br />
editor, utilizes all the RAM on the system<br />
and reduces the time it takes for HD footage<br />
to load. Together with new TrueVelocity*<br />
Technology, including TrueVelocity Parallel and<br />
TrueVelocity Accelerator, users can handle<br />
multiple layers of HD video and graphics<br />
overlays, and perform picture-in-picture<br />
effects with multiple streams of HD video, all<br />
in real time. That sort of power previously was<br />
the exclusive domain of professional video<br />
software and high-end workstations.<br />
“Our goal was to deliver the best aspects of<br />
high-end functionality without making the<br />
software overly complicated,” said Chen. That<br />
intel visual adrenaline no. 10, 2011 42
consumer video revolution<br />
Video Format Jargon Decoder<br />
• 5.1 and 7.1 surround sound—Describes the number of speakers plus subwoofers in home and<br />
theatrical sound systems.<br />
• Codec—A combination of two words that describe its function: COmpression, DECompression.<br />
• FLV—FLash Video, a container format for H.264-format video and audio files used by Adobe<br />
Flash* Player technology. PowerDVD* doesn’t support legacy codecs supported by Flash.<br />
• MKV—MatrosKa Video file, a container format capable of housing many different codecs, including<br />
H.264 (also known as MPEG-4 part 10). It is popular in different geographic regions thanks to its<br />
support for a wide range of subtitle formats.<br />
• Transcoding—Converts file formats, a necessary process because there’s no universal video<br />
format for viewing content across consumer electronics devices.<br />
focus on ease of use is evident at every<br />
stage of the video workflow. For example,<br />
PowerDirector supports a “file-based” workflow<br />
that lets users handle video clips stored in the<br />
latest digital formats, for use in devices such<br />
as smartphones, camcorders, point-and-shoot<br />
cameras, Canon and Nikon DSLRs, and webcams.<br />
Bringing video clips into PowerDirector is as<br />
simple as connecting your device’s storage<br />
media to your computer, browsing to the files,<br />
and choosing to import them as individual<br />
clips or a batch of clips. Most of the complexity is<br />
hidden from newbies, but easily discoverable by<br />
more advanced users.<br />
In another nod to more advanced users,<br />
the timeline—a ubiquitous feature in both<br />
professional and consumer video-editing apps—<br />
supports up to 100 video tracks and key-frame<br />
animation, as well as numerous advanced editing<br />
and enhancement tools that provide added<br />
control and flexibility. PowerDirector 9 Ultra64<br />
even includes Audio WaveEditor, a stand-alone<br />
sound editor.<br />
The “Magic Movie” templates let anyone get<br />
expert results with minimum effort. For example,<br />
the Slideshow Designer lets users choose from<br />
eight styles, add their photographs to the<br />
timeline, pick a soundtrack, and in the blink of<br />
an eye get a slideshow timed to the music and<br />
appearing as if a professional motion graphics<br />
artist labored over it for days.<br />
When it’s time to share your creations, it’s easy<br />
to output projects to YouTube* and Facebook*<br />
in full 1920x1080 resolution HD, send them to<br />
all sorts of handheld devices, game platforms,<br />
smartphones, and tablets, or save them in a<br />
number of popular file formats. Simply choose<br />
a device and a quality setting, and press<br />
start. PowerDirector’s batch conversion is<br />
another feature typically reserved for high-end<br />
applications. And because PowerDirector is<br />
optimized to take advantage of <strong>Intel</strong><strong>®</strong> Quick Sync<br />
Video hardware-accelerated encoding that’s<br />
built into 2nd gen <strong>Intel</strong> Core processors, format<br />
conversions are completed in minutes, not hours.<br />
CyberLink MediaEspresso is a universal media<br />
converter that lets users transcode their video,<br />
photos, and music files into 90 various devicefriendly<br />
formats. Like PowerDirector 9 Ultra64,<br />
CyberLink MediaEspresso 6.5 supports <strong>Intel</strong> Quick<br />
Sync Video hardware transcoding. In addition,<br />
optimizations for deep parallelism in 2nd gen <strong>Intel</strong><br />
Core i5 and Core i7 processors along with <strong>Intel</strong><strong>®</strong><br />
Media SDK-enabled CPU/graphics load balancing<br />
help support multi-session background batch<br />
encoding, for a lightning-fast video conversion<br />
experience.<br />
Fast Format Conversion<br />
Comes to Home Theater<br />
With PowerDVD 11, a universal media player,<br />
CyberLink’s video expertise reaches the home<br />
theater enthusiasts. PowerDVD lets users extend<br />
their viewing experience beyond their PCs, so<br />
they can watch video in virtually any format on<br />
their home theater system or on smartphones,<br />
tablets, CE devices, and more.<br />
HD Video Conferencing for Fun and Pleasure<br />
Many of the same automated processes that PowerDVD* 11 Ultra<br />
supports are available in CyberLink YouCam*, which uses <strong>Intel</strong><strong>®</strong> Quick Sync<br />
Video technology to let users record HD video with a webcam. They can<br />
also add and interact with various special effects, augment reality with<br />
virtual objects, and add effects to indicate emotions while chatting with<br />
friends. And posting YouCam recordings on YouTube* and Facebook* is an<br />
easy, straightforward process.<br />
S3D Lingo<br />
• Stereoscopic 3D (S3D)—Not to be confused with 3D animation and<br />
graphics, S3D projects two images, separated by a short distance to fool<br />
the brain into perceiving depth in much the same way that the distance<br />
between our left and right eyes gives us depth perception.<br />
• Side-by-side—A technique that places left and right stereo images next<br />
to each other. In years past, S3D films were projected by placing two<br />
projectors side by side.<br />
• Over-under—A technique that places left and right stereo images one<br />
atop the other.<br />
intel visual adrenaline no. 10, 2011 43
“Many of our more technically savvy users like<br />
PowerDVD because our extensive format support<br />
includes MKV and FLV—two formats that are<br />
quite popular,” said Chen. “These users tend<br />
to have large collections of DVDs and Blu-ray*<br />
Discs and want to be able to access their media<br />
collection wherever they are. They also want<br />
maximum image quality and sonic fidelity in 5.1<br />
or 7.1 surround sound at very high bit rates.”<br />
PowerDVD 11 Ultra was the first Blu-ray<br />
3D-certified player for PCs. Users can experience<br />
S3D movies at home by using <strong>Intel</strong> hardwareaccelerated<br />
decoding of Blu-ray 3D Multiview<br />
Video Coding (MVC). This process outputs bit<br />
streams through an industry-standard HDMI<br />
1.4 connection to the latest generation of S3D<br />
televisions and projectors.<br />
In addition, PowerDVD features unique<br />
TrueTheater* Technology that boosts SD video to<br />
S3D at HD resolution. Utilizing the 2nd gen <strong>Intel</strong><br />
Core processor family, this automated conversion<br />
technology lets consumers experience<br />
their existing DVD collections in S3D. It can also<br />
automatically convert 2D photos to stereo 3D<br />
slideshows, stabilize “shaky cam” video footage,<br />
and clean up noisy audio tracks.<br />
Roxio Media Creation,<br />
Burning, and Sharing<br />
Applications<br />
With roots in CD-ROM and DVD burning software,<br />
the Roxio division of Rovi Corporation specializes<br />
in consumer digital media software. Roxio Creator<strong>®</strong><br />
2011, its flagship product, is a suite of software<br />
applications that lets users easily edit and polish<br />
videos and store them on DVD or Blu-ray Disc and<br />
share them on portable devices, YouTube, and<br />
Facebook. Like many of its counterparts, Creator<br />
offers advanced features wrapped in a userfriendly<br />
interface.<br />
Recognizing that S3D was coming to televisions,<br />
PCs, and other consumer electronics devices,<br />
including camcorders, Roxio designed Creator<br />
2011 to be the first media suite to implement<br />
S3D conversion of both 2D still photos and<br />
video. That conversion process places incredible<br />
demands on the processor, particularly when<br />
working with video footage.<br />
“That posed some technical challenges for us,”<br />
Michel Yavercovski, senior director of product<br />
management in the Roxio Consumer Product<br />
Group, said. “We had to accommodate all of the<br />
current S3D formats available to people using<br />
stereo 3D camcorders, allow them to edit the<br />
footage, and support most of the major formats<br />
that TVs will accept.”<br />
Roxio created an intermediate format—one that<br />
is easier to process and allows users to simplify<br />
the S3D workflow. “Our users don’t want to have<br />
to wrestle with formats, they just want to be able<br />
to work with their video,” Yavercovski said. “We<br />
also felt that using the 2D workflow that people<br />
are used to for S3D was important. We chose<br />
an AVC side-by-side, full-frame format (see the<br />
S3D Lingo sidebar) that still creates rather large,<br />
computationally intensive files.”<br />
intel visual adrenaline no. 10, 2011 44
consumer video revolution<br />
Roxio’s users, however, don’t want to wait while<br />
their video projects take hours to render. “People<br />
want results right away, so speed is essential,”<br />
Yavercovski said.<br />
Today, Roxio Creator is optimized for a range of<br />
<strong>Intel</strong><strong>®</strong> multi-core processors, from <strong>Intel</strong><strong>®</strong> Core2<br />
Duo processors to <strong>Intel</strong><strong>®</strong> Core i7 processors.<br />
According to Yavercovski, the next version<br />
of Creator will support 2nd gen <strong>Intel</strong> Core<br />
processors, boosting performance to meet<br />
customer expectations.<br />
Earlier this year, the media transcoding<br />
component in Creator—Video Copy & Convert<br />
(VCC)—became available to top-tier OEM PC<br />
partners to preload on 2nd gen <strong>Intel</strong> Core<br />
processor platforms. Roxio engineers collaborated<br />
with <strong>Intel</strong> to implement a range of optimizations<br />
to ensure that VCC took advantage of the deep<br />
parallelism and hardware-accelerated encoding<br />
that <strong>Intel</strong> Quick Sync Video technology offers.<br />
According to Roxio’s VP of Product Marketing,<br />
Mike Demeyer, “The resulting performance<br />
was orders of magnitude faster than previousgeneration<br />
processors.”<br />
Roxio’s Video Lab* 3D also comes pre-bundled<br />
on OEM partner PCs. The stand-alone application<br />
combines the video-editing capabilities with<br />
the DVD authoring and stereo 3D capabilities<br />
in Creator 2011, with one notable difference:<br />
Video Lab 3D has been tuned and optimized to<br />
take advantage of <strong>Intel</strong> Quick Sync Video, as well<br />
as <strong>Intel</strong><strong>®</strong> Hyper-Threading Technology and <strong>Intel</strong><strong>®</strong><br />
Turbo Boost Technology built into the 2nd gen<br />
<strong>Intel</strong> Core i5 and Core i7 processors.<br />
Yavercovski concluded, “Thanks to deep<br />
parallelism and increased throughput along with<br />
the integrated media processing functionality in<br />
2nd gen <strong>Intel</strong> Core processors, we’re seeing very<br />
significant performance improvements.” •<br />
About the Author<br />
Before signing on as one of the writing muses<br />
for Rose & Her Minions, Dominic Milano spent<br />
over 30 years in print, online, and event media<br />
production, working on DV magazine, Game<br />
Developer magazine and the Game Developer<br />
Conference, Keyboard magazine, Guitar Player<br />
magazine, and more.<br />
Optimized for Maximum Performance<br />
CyberLink and <strong>Intel</strong> engineers worked together to tune and optimize PowerDirector*, MediaEspresso*,<br />
PowerDVD*, and YouCam* for maximum performance on <strong>Intel</strong><strong>®</strong> processors. For example, the teams<br />
ensured that the TrueVelocity* Parallel Engine for high-speed video production fully exploited all available<br />
CPU threads. The teams used <strong>Intel</strong><strong>®</strong> Parallel Studio to take advantage of <strong>Intel</strong><strong>®</strong> Hyper-Threading<br />
Technology, which supports two threads per core, enhancing processor performance, and efficiency. And<br />
to tap into <strong>Intel</strong><strong>®</strong> Quick Sync Video hardware-accelerated media processing, CyberLink engineers turned to<br />
the <strong>Intel</strong><strong>®</strong> Media SDK, which provided them with a single, unified API for accessing optimized videoprocessing<br />
routines, including encoding, decoding, and video preprocessing. Each of those routines plays an<br />
essential role in high-quality transcoding.<br />
Roxio engineers worked directly with <strong>Intel</strong> engineers to fine-tune and optimize Video Lab* 3D so it<br />
could take advantage of the deep parallelism and hardware-accelerated encoding offered by <strong>Intel</strong> Quick<br />
Sync Video technology in the 2nd generation <strong>Intel</strong><strong>®</strong> Core i5 and Core i7 processors. The <strong>Intel</strong> Media SDK<br />
2.0 was an essential tool in accessing this groundbreaking technology.<br />
Roxio streamlined and enhanced additional optimizations and application threading efforts using a<br />
combination of tools from <strong>Intel</strong><strong>®</strong> Software Development Products, including <strong>Intel</strong> Parallel Studio, <strong>Intel</strong><strong>®</strong><br />
Thread Checker, and <strong>Intel</strong><strong>®</strong> C++ Compiler, which helped build multi-core threading capability into the code,<br />
and <strong>Intel</strong><strong>®</strong> VTune Performance Analyzer, which helped identify and remove memory and threading errors<br />
that create bottlenecks in the code.<br />
intel visual adrenaline no. 10, 2011 45
CAPTURE,<br />
EDIT,<br />
POST, & BOAST!<br />
What fun is shooting a hole-in-one or scoring the<br />
winning goal if no one sees you do it? Gaming<br />
glory, after all, is best when you’ve got witnesses.<br />
Two new products from the Roxio division of<br />
Rovi Corporation are taking bragging rights to<br />
a new level. With the <strong>Intel</strong><strong>®</strong> Quick Sync Video<br />
media processing technology built into the 2nd<br />
generation <strong>Intel</strong><strong>®</strong> Core processor family, PC and<br />
console gamers get instant replay on steroids—<br />
the ability to record, enhance, and share<br />
gameplay videos.<br />
Roxio Game Capture* and Roxio PC Game<br />
Capture* let gamers record their gameplay onto<br />
their PCs. Using a full-featured set of video<br />
editing and enhancement tools, they can add<br />
text, special effects, and soundtracks complete<br />
with commentary to embellish racing sequences,<br />
high-score-shattering events, and harrowing<br />
adventures. Or they can produce game reviews<br />
and even create machinima—movies based<br />
on their gaming exploits—all of which can be<br />
uploaded to popular video sharing sites such as<br />
Facebook*, WeGame*, and YouTube*.<br />
Roxio Game Capture * software with <strong>Intel</strong><strong>®</strong> Quick<br />
Sync Video built into the 2nd generation <strong>Intel</strong><strong>®</strong> Core<br />
processor family lets gamers show off their skills<br />
“Gamers have been creating and posting gameplay<br />
videos using DIY tools,” said Michael Demeyer, VP<br />
of product marketing for the Corporate Products<br />
Group at Rovi. “You need a fair amount of technical<br />
savvy to do that, especially when recording<br />
gameplay from a game console. We have a onestop<br />
solution for capturing, editing, and sharing<br />
game videos that is easy enough for everyone to<br />
use. We’re giving users a robust feature set and<br />
offer it in a cost-effective package.”<br />
Capturing Console<br />
Gameplay on a PC<br />
To capture Microsoft Xbox* 360 and Sony<br />
PlayStation* 3 gameplay, Roxio Game Capture<br />
comes with a USB hardware device that connects<br />
to the game console, TV, and PC. Setup is easy,<br />
and video tutorials on the Roxio Web site make<br />
it even easier. Games can be played at full HD<br />
resolution (1920x1080), recorded in real time as<br />
480p (standard definition, 720x480 progressive<br />
scan) video, and output in a variety of formats fit<br />
for viewing online, including AVI, H.264, Windows<br />
The Roxio GameCap box lets gamers<br />
capture video streams from Microsoft<br />
Xbox* 360 or Sony PlayStation* 3<br />
consoles and store them on their PCs.<br />
Media* Video (WMV), and DivX*. The software<br />
also makes it easy to grab still-image screenshots<br />
and save them in a number of Internet and printfriendly<br />
formats.<br />
Capturing PC Gameplay<br />
on a PC<br />
With Roxio PC Game Capture, there’s no external<br />
hardware box. “The software runs in the<br />
background,” Demeyer said, “capturing video or<br />
still-screen grabs of gameplay events and<br />
recording it in up to full HD resolution. Keep in<br />
mind that recording and playing back full HD<br />
footage at its full frame rate is best handled with<br />
a muscular processor, such as a 2nd generation<br />
<strong>Intel</strong><strong>®</strong> Core i7 processor or [Core] i5 [processor].<br />
Whether you’re playing Black Ops* or World of<br />
Warcraft*, all of the action will be stored on your<br />
drive, waiting for you to bring it into the editor,<br />
add creative transitions, background music, and<br />
voice-over commentary.”<br />
intel visual adrenaline no. 10, 2011 46
capture, edit, post<br />
Advanced editing tools are available for gamers that want to<br />
delve deeper into personalizing the gameplay videos.<br />
Easy and Advanced Editing<br />
Rovi wanted users to have access to tools they<br />
felt comfortable with. Newbies will appreciate<br />
the straightforward appearance of the video<br />
editor, while those who want to spend more time<br />
developing their gameplay videos have plenty of<br />
advanced features.<br />
“Creating a gameplay video is as simple as<br />
piecing video clips together using a storyboard<br />
approach. For more advanced users, there’s a<br />
32-track timeline editor that’s consistent with<br />
professional-level video software designs,”<br />
Demeyer said.<br />
“Users can show a racing sequence in slow<br />
motion,” Demeyer continued. “They can also use<br />
a picture-in-picture effect to create split-screen<br />
videos that show the same scene from different<br />
players’ points of view. Gamers can also animate<br />
credits, overlay transitions, add sound effects<br />
from the software library, and add special effects<br />
to create engaging videos.”<br />
Sharing is Easy and Fast<br />
Before gameplay videos are uploaded to a<br />
video-sharing site, the files undergo a complex<br />
conversion process. Both Roxio applications keep<br />
the under-the-hood complexity invisible, so users<br />
simply select the sharing service and a quality<br />
setting, and go.<br />
<strong>Intel</strong> Optimized for<br />
Maximum Performance<br />
Both Roxio Game Capture products make use of<br />
<strong>Intel</strong> technologies such as <strong>Intel</strong> Quick Sync Video<br />
to achieve lightning-fast encoding, decoding,<br />
and transcoding performance, enabling great<br />
gameplay capture, conversion, encoding, and<br />
sharing experiences.<br />
As Demeyer put it, “Our Game Capture software<br />
uses the same transcoding engine used in Roxio<br />
Video Copy & Convert (VCC) software. We worked<br />
with <strong>Intel</strong> application engineers and support staff<br />
to tune and optimize VCC to take advantage of<br />
Roxio Game Capture* software lets gamers easily and quickly record<br />
video of their Xbox* 360 and PlayStation* 3 gameplay, save it on their<br />
PC, edit it, and then share it.<br />
PC Game Capture * records<br />
Microsoft DirectX * 8–10, OpenGL * ,<br />
and Adobe Flash * -based games.<br />
the <strong>Intel</strong> Quick Sync Video hardware acceleration<br />
technology integral to the 2nd gen <strong>Intel</strong> Core<br />
processor microarchitecture. Thanks to deep<br />
parallelism and increased throughput, along with<br />
integrated media processing functionality, we<br />
saw a 2x to 5x performance improvement when<br />
doing format conversions on the 2nd gen <strong>Intel</strong><br />
Core processors. Gamers will definitely notice<br />
the difference.” •<br />
intel visual adrenaline no. 10, 2011 47
esources<br />
INTEL<strong>®</strong> VISUAL ADRENALINE RESOURCES<br />
<strong>Intel</strong>’s focus on visual computing and graphics processing is complemented by software<br />
development products, professional services and tools, technical expertise, and developeroriented<br />
resources. Keep up with the latest at visualadrenaline.intel.com.<br />
Explore topics from this issue of <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline further:<br />
07<br />
15<br />
18<br />
24<br />
The Creators Project:<br />
Celebrating Creativity,<br />
Culture, and Technology<br />
As Coachella’s first-ever<br />
creative partner,<br />
The Creators Project<br />
re-invented the<br />
festival by creating<br />
groundbreaking visual<br />
experiences advanced<br />
by <strong>Intel</strong><strong>®</strong> technology.<br />
Technology has revolutionized social interaction,<br />
giving individuals unprecedented access to<br />
global distribution channels. Thanks to incredible<br />
advances in content creation technologies<br />
powered by <strong>Intel</strong><strong>®</strong> multi-core, multi-threaded<br />
processors, today’s artists, musicians, filmmakers,<br />
and designers are reshaping the boundaries of<br />
creative expression.<br />
<strong>Intel</strong> in collaboration with Vice Media founded<br />
The Creators Project to showcase innovative<br />
artists and enable them to realize new artwork.<br />
“The Creators Project celebrates the connection<br />
between art and technology,” said David<br />
Haroldsen, <strong>Intel</strong> creative director for The Creators<br />
Project. “We set out to give people who use<br />
“The Creators Project is about cultivating<br />
artists from around the world and exploring<br />
the boundaries of creativity as well as the role<br />
technology plays in the process,” added Hosi<br />
Simon, general manager at Vice Media. With<br />
offices in more than 30 countries, Vice was<br />
uniquely positioned to draw from its relationship<br />
among the global art community and identify<br />
cutting-edge interdisciplinary artists.<br />
When The Creators Project launched in 2010,<br />
<strong>Intel</strong> and Vice used a variety of media, including<br />
television, print, online, and mobile outlets to<br />
document the work of more than 100 Creators to<br />
date, hailing mostly from seven countries (Brazil,<br />
China, France, Germany, South Korea, United<br />
computers every day a look at artistic experiences Kingdom, and United States). “In 2011, we pushed<br />
that are only possible because of technology.”<br />
that concept forward by showcasing their work<br />
intel visual adrenaline no. 10, 2011 5<br />
Taking the Mystery<br />
Out of Middleware<br />
Performance<br />
AUTODESK SCALEFORM* 4.0 LETS YOU VISUALIZE<br />
PERFORMANCE STRAIGHT OUT OF THE BOX<br />
BY GARRET ROMAINE<br />
INTEL’S COMMITMENT TO THE GAME<br />
DEVELOPMENT WORLD CONTINUES TO<br />
PAY BIG DIVIDENDS FOR STUDIOS AND<br />
PLAYERS ALIKE. Recently, Maryland-based<br />
Autodesk Scaleform* worked with <strong>Intel</strong> engineers<br />
to tightly integrate its Scaleform* 4.0 middleware<br />
with the <strong>Intel</strong><strong>®</strong> Graphics Performance Analyzers<br />
(<strong>Intel</strong><strong>®</strong> GPA) 4.0. The result is another example of<br />
how <strong>Intel</strong> is helping to build a better ecosystem by<br />
fostering cooperation and helping game developers<br />
access the deepest parts of their code.<br />
Sleuthing out code bottlenecks and unnecessary<br />
frame activity is possible only with sophisticated<br />
tools. PC game developers rely on the <strong>Intel</strong><br />
GPA Platform Analyzer to visualize over time<br />
the execution profile of the tasks in their code<br />
on the heterogeneous (CPU+GPU) PC platform.<br />
But coverage for middleware code has been<br />
limited for the game development community,<br />
and the collaboration between <strong>Intel</strong> and<br />
Autodesk Scaleform could pay off big for many<br />
development teams.<br />
Autodesk Scaleform* tools helped create the user interface in James Cameron’s Avatar*: The Game. Introducing Autodesk<br />
Scaleform<br />
With about 30 employees in its home office,<br />
Autodesk Scaleform was founded in 2005 by<br />
Brendan Iribe and Michael Antonov, who met<br />
at the University of Maryland. After creating a<br />
user interface (UI) middleware company, they got<br />
busy making an engine and library. Their first big<br />
success was the UI for the huge blockbuster title<br />
Civilization* IV.<br />
intel visual adrenaline no. 10, 2011 13<br />
Bringing<br />
Magic to Life<br />
EXOCORTEX AND INTEL<strong>®</strong> TECHNOLOGIES<br />
HELP VFX STUDIOS GRADIENT EFFECTS<br />
AND WILL GARRETT ACHIEVE MOVIE<br />
MAGIC WITH INNOVATIVE APPROACHES<br />
TO SIMULATION<br />
Creating Stunning Ink-in-Water<br />
Special Effects<br />
Long-time fans of the Harry Potter film franchise are familiar with the series’<br />
A Large-Scale, High-Fidelity Sequence<br />
ample visual effects (VFX), and this summer’s box office hit Harry Potter and<br />
The memory pool sequences required an ink-in-water look where the ink<br />
the Deathly Hallows: Part 2, the final adventure in the film series, ranks as<br />
would behave realistically in a large volume, then quickly assume dynamic<br />
one of the biggest VFX-driven Hollywood productions of 2011.<br />
shapes that seamlessly transition to live action footage. This complexity<br />
presented Gradient Effects with a significant challenge. Not only did it require<br />
Among the many emotive sequences in the Harry Potter film franchise is the<br />
fluid simulations of unprecedented detail and scope, but it also needed a<br />
“memory pool” sequence created by Gradient Effects. Here is a behind-the-<br />
specific “inky” look that most traditional simulators have difficulty producing,<br />
scenes look at how Gradient Effects, Exocortex Technology, and <strong>Intel</strong> worked<br />
even in restricted domains. And because the sequence’s timing and transitions<br />
together to pull off this visually stunning special effect.<br />
had already been decided, there was no artistic leeway if the technology ran<br />
into limitations.<br />
On the technical side, artists had to be able to see in real time the results<br />
of increasing the simulation resolution to more than half a billion points for<br />
final output. It was clear to Olcun Tan, co-founder and head of research and<br />
development at Gradient Effects, that traditional fluid simulators were not up<br />
to the task.<br />
While searching for new simulation solutions, Tan discovered Exocortex’s<br />
Slipstream technology. “Before committing to any technology, we did<br />
extensive research by testing all well-known technologies for the type of<br />
work required on Harry Potter,” said Tan. “Unfortunately none were suited for<br />
the task. After seeing the first tests from Exocortex, I was instantly convinced<br />
that we had found our solution in Exocortex’s technology—it was boundingbox<br />
free. The next thing I remember, I was on the phone with Ben Houston<br />
discussing how to integrate the Exocortex technology as the new engine for<br />
our proven in-house tools.”<br />
Exocortex Slipstream simulation within Autodesk Softimage*.<br />
16<br />
DOWNLOAD THE INTEL<strong>®</strong> VISUAL ADRENALINE APP TODAY!<br />
software.intel.com/sites/billboard/app/<br />
<strong>Intel</strong> <strong>®</strong> <strong>Visual</strong><br />
Adrenaline Gets<br />
App’tized<br />
STREAM GREAT CONTENT TO YOUR<br />
iPHONE*, iPAD*, OR iPOD TOUCH*<br />
YOU’VE HELD US IN YOUR HANDS, and you’ve downloaded our content<br />
from the Web. Now, <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline takes the next step in<br />
delivering news you can use in the way you choose by creating the <strong>Intel</strong><strong>®</strong><br />
<strong>Visual</strong> Adrenaline app for smart devices, starting with the Apple iOS*<br />
platform (iPad*, iPhone* and iPod touch*).<br />
We Control the Vertical AND the Horizontal<br />
According to Hitendra “Hits” Naik, <strong>Intel</strong> visual computing marketing manager,<br />
Like the magazine itself, the new app concentrates on delivering eye-<br />
the new app takes advantage of iPad features several ways. “<strong>Intel</strong> was<br />
popping content, key tips and tricks, updates on software tools, and other very explicit in designing this app to play to our strengths,” Naik said. “We<br />
advances in the graphics world. Only now we can keep you informed<br />
wanted to incorporate multiple usage models when it came to designing<br />
wherever you are and however you acquire the insights that make your the look and feel. When held in vertical, or ‘portrait’ mode, the article you’re<br />
career sizzle. Our goal is still the same: to serve up vital content to early viewing appears in a standard view, with the ability to scroll through text<br />
adopters in the community, wherever they may be.<br />
and minimized graphics. The effect is much like reading a magazine or<br />
newspaper in column format, as you concentrate on the text.”<br />
Conversely, when flipped to horizontal or “landscape” mode, there is more of<br />
a “Wow!” factor as the visual beauty of the graphics shines forth. Images are<br />
larger and pack more pixels, so you get more of your <strong>Visual</strong> Adrenaline fix.<br />
Accompanying text still flows the way you’d expect, but you don’t sacrifice<br />
the graphics view.<br />
The app uses all the familiar navigation methods for iPad, iPhone, and iPod<br />
touch users: You can swipe and tap, and set up favorites at will. You’ll find<br />
links to the <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline Software Developer Program, and the<br />
all-important Feedback button lets you communicate your suggestions for<br />
improvements.<br />
“The articles look great on the iPad,” Naik said. “When we were designing<br />
this, we were pretty excited. The content is completely digital, and visually<br />
rich and vibrant, so we wanted to keep true to that. We didn’t want to<br />
clutter the interface with competing colors, so we actually kept it utilitarian,<br />
The new <strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline app provides extensive access to videos that with simple icons and low contrast.”<br />
give you even more in-depth coverage of news and commentary.<br />
22<br />
intel visual adrenaline no. 10, 2011<br />
The Creators Project: Celebrating Creativity,<br />
Culture, and Technology<br />
Follow The Creators Project:<br />
thecreatorsproject.com<br />
twitter.com/creatorsproject<br />
fb.com/thecreatorsproject<br />
Taking the Mystery Out of<br />
Middleware Performance<br />
For more on Scaleform* 4.0: scaleform.com/gfx<br />
<strong>Intel</strong><strong>®</strong> Software Network: software.intel.com/en-us/<br />
Bringing Magic to Life<br />
<strong>Intel</strong><strong>®</strong> Parallel Studio:<br />
intel.com/go/parallel<br />
<strong>Intel</strong><strong>®</strong> Threading Building Blocks:<br />
threadingbuildingblocks.org<br />
Microsoft <strong>Visual</strong> Studio*:<br />
microsoft.com/visualstudio/en-us<br />
<strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline Gets App’tized<br />
Download for the Apple iPad*, iPhone*, or iPod touch*:<br />
itunes.apple.com/app/intel-va/id437276144?mt=8<br />
29 ARTISTS<br />
33<br />
36<br />
46<br />
<strong>Intel</strong> tapped three powerhouse channel partners—<br />
PCAudioLabs, The3DShop.com, and BOXX<br />
RECOGNIZING THAT ENTHUSIASTS WHO<br />
Technologies—each experienced with the needs<br />
CREATE MOVIES, music, and photos could benefit of creative professionals working in music and<br />
tremendously from the expertise of <strong>Intel</strong> value- sound, photography, and video, respectively. “Our<br />
added resellers that typically serve professional goals are three-fold: Provide targeted solutions<br />
digital media creators, <strong>Intel</strong> recently launched the for the enthusiast, listen and learn from our<br />
<strong>Intel</strong><strong>®</strong> Digital Media “Creators” program. It takes customers in each of these creative markets,<br />
a special breed of channel partner to cater to<br />
and enable more customers around the world to<br />
the needs of audio, video, and photography pros, deliver solutions to market in 2012 and beyond.”<br />
who rely on PCs to deliver exceptionally high<br />
performance with 24/7 reliability.<br />
The 2nd generation <strong>Intel</strong><strong>®</strong> Core i5 and Core i7<br />
processors are ideally suited for digital media<br />
“Some of our top channel partners are experts creation at all levels. Thanks to new technologies<br />
in digital media,” said Brent McCray, enthusiast that boost performance on demand and maximize<br />
marketing manager at <strong>Intel</strong>. “We’re now working data throughput, these new processors speed<br />
closely with them to launch hardware and<br />
video editing and other multimedia tasks, such as<br />
software bundled solutions powered by some of image rendering and photo retouching, as well as<br />
<strong>Intel</strong>’s best technologies and tailor-made for the audio recording, editing, and mastering.<br />
digital media enthusiast.”<br />
“We’re specifically using <strong>Intel</strong> Core i5-2500K and<br />
What constitutes a digital media enthusiast?<br />
Core i7-2600K desktop processors that can take<br />
“We’re focusing on two kinds of people,” McCray full advantage of <strong>Intel</strong><strong>®</strong> Turbo Boost Technology,<br />
said. “The aspiring professional who, for example <strong>Intel</strong><strong>®</strong> Hyper-Threading Technology (on the<br />
in music, perhaps has a band and plays gigs<br />
Core i7), <strong>Intel</strong><strong>®</strong> HD Graphics 3000, as well as<br />
but hasn’t yet achieved ultimate fame, and the overclockability,<br />
hobbyist who has a day job, but spends nights<br />
and weekends creating music, editing photos, and<br />
making videos.”<br />
1 PROFESSIONAL, HIGH-PERFORMANCE SOLUTIONS<br />
POWERED BY INTEL<strong>®</strong> TECHNOLOGIES BENEFIT<br />
DIGITAL MEDIA ENTHUSIASTS<br />
“The solutions we’re launching also feature <strong>Intel</strong><strong>®</strong><br />
desktop motherboards with <strong>Intel</strong><strong>®</strong> Z68 chipset<br />
technology and <strong>Intel</strong><strong>®</strong> Solid-State Drives—both<br />
311 and 320 series. <strong>Intel</strong> motherboards deliver<br />
exceptional performance, quality, and reliability.<br />
Among many other benefits, the Z68 chipset<br />
technology allows enthusiasts to affordably<br />
cache their favorite programs on their <strong>Intel</strong><br />
SSD through <strong>Intel</strong><strong>®</strong> Smart Response Technology,<br />
further accelerating the creative workflow.”<br />
Compared to traditional spinning hard disk<br />
“Powerhouse integrators<br />
and software vendors<br />
now make their<br />
expertise in out-of-thebox<br />
hardware/software<br />
solutions available to<br />
digital enthusiasts who<br />
create movies, music,<br />
allowing total creative freedom<br />
by maximizing performance to match your<br />
and photos.”<br />
workload,” McCray said. “Of course, [<strong>Intel</strong><strong>®</strong>] Xeon<strong>®</strong><br />
processor-based workstations for professionals<br />
— BRENT MCCRAY, ENTHUSIAST<br />
and mobile solutions are also available.”<br />
MARKETING MANAGER AT INTEL<br />
1Unlocked feature allowing for full CPU core overclocking is currently available exclusively on <strong>Intel</strong><strong>®</strong> Core i7-990X, <strong>Intel</strong><strong>®</strong> Core i7-2600K and <strong>Intel</strong><strong>®</strong> Core i5-2500K processors. WARNING: Altering<br />
clock frequency and/or voltage may (i) reduce system stability and useful life of the system and processor, (ii) cause the processor and other system components to fail, (iii) cause reductions in system<br />
performance, (iv) cause additional heat or other damage, and (v) affect system data integrity. <strong>Intel</strong> has not tested, and does not warrant, the operation of the processor beyond its specifications.<br />
<strong>Intel</strong> assumes no responsibility that the processor, including if used with altered clock frequencies and/or voltages, will be fit for any particular purpose.<br />
intel visual adrenaline no. 10, 2011 31<br />
INDUSTRY<br />
India’s Animators Set Blazing<br />
Growth Pace with <strong>Intel</strong> Computing<br />
Can you name the country that leads the world the 2011 FICCI-KPMG Indian Media and<br />
in movie ticket sales and the number of films Entertainment Industry Report (Frames Report)<br />
produced? It’s not the United States. According the Indian animation industry is predicted to<br />
to online sources, that country is India. Thanks grow from the present USD 1.8 billion to USD<br />
to the huge demand for entertainment, India 2.9 billion by 2015.<br />
has become a hotbed for computer graphics and<br />
animation. Studios and producers from all over<br />
the world are turning to India for help with<br />
animation projects. India offers talented<br />
technicians, competitive pricing, and finished<br />
work of the highest quality, on blockbuster<br />
titles you’re sure to recognize.<br />
India’s first animated film, Agent Vinod,<br />
featured, amid the traditional singing and<br />
dancing common to movies from “Bollywood”, 1<br />
an animated scene with actor Jagdeep flying<br />
around Bombay holding balloons. From that<br />
humble start, animation and visual effects have<br />
grown considerably. Just last year, seven films<br />
wrapped production in a 12-month period,<br />
including Toonpur Ka Superhero, Luv Kush—The<br />
Warrior Twins, and Ramayana the Epic. Vikram<br />
Bhatt’s upcoming movie, Haunted, is apparently<br />
India’s first stereoscopic 3D film. According to<br />
DIGITAL<br />
The <strong>Intel</strong> <strong>®</strong> Digital<br />
Media “Creators”<br />
Program<br />
SNAPSHOT<br />
INDIA’S ANIMATION STUDIOS<br />
SHOWING RAPID GROWTH<br />
Powered by growth in cable access, digital<br />
content, and the services industry, India’s<br />
economy grew by more than 8 percent per<br />
year from 2004 to 2010, according to<br />
tradingeconomics.com. While China leads the<br />
world’s population with 1.3 billion people,<br />
India is right behind at 1.2 billion, and with an<br />
economy larger than USD 4 trillion, the country<br />
places fourth in gross domestic product. From<br />
any angle, India is a captivating story, but one of<br />
its most fascinating sectors is its animation and<br />
visual effects (VFX) industry, as highlighted in<br />
the Frames Report.<br />
Published annually, the Frames Report is a joint<br />
venture between KPMG International and FICCI.<br />
It covers television, print, radio, music, and other<br />
entertainment activity, and in sector after<br />
sector, India presents a compelling growth story.<br />
HARNESS<br />
PC POWER<br />
Justin Lassen and his friends reveal three ways<br />
that <strong>Intel</strong><strong>®</strong> technology keeps them busy<br />
If there’s one breed of super-user that has truly We would never have met if it weren’t for art<br />
benefited from <strong>Intel</strong>’s role in the computer<br />
and technology and that creative drive.”<br />
revolution, it’s the digital artist. Improvements in<br />
multi-core CPU technology haven’t just spurred The impact of technology boils down to three<br />
artistic creativity among digital content<br />
key assists for digital artists: power, speed,<br />
creators—they’ve unleashed their very souls.<br />
and creativity.<br />
Digital art files routinely reach over a gigabyte in<br />
size, putting tremendous pressure on CPUs and Harness the Power<br />
RAM. Today, netbooks powered by the <strong>Intel</strong><strong>®</strong><br />
Better technology will always benefit power-<br />
Atom processor serve as a readily available<br />
hungry customers. But what, exactly, is the<br />
conduit to creativity, from capturing reverb in<br />
significance of that connection?<br />
Justin Lassen,<br />
European cathedrals to recording crashing waves<br />
digital composer.<br />
on California beaches. Ideas that might have<br />
Lassen believes part of the magic is how<br />
been scribbled on a bar napkin can now be<br />
software vendors continue to upgrade tools to<br />
captured safely.<br />
take advantage of the newest processors. “Studio<br />
Like most digital artists, Salonen does her own<br />
One Pro* is optimized for <strong>Intel</strong><strong>®</strong> multi-core CPUs.<br />
<strong>Intel</strong><strong>®</strong> <strong>Visual</strong> Adrenaline magazine has tracked the<br />
technical support. “I earn my living through the<br />
For a while, SONAR* was the only software truly<br />
career of digital musician Justin Lassen since our<br />
computer, and it’s been my best friend (along<br />
optimized for multi-core, but Studio One Pro now<br />
earliest editions. For this issue, we checked back<br />
with my dog, Wario) for over eight years. I’ve<br />
does it. And more products are starting to come<br />
with Justin and talked to his artistic friends to<br />
spent most of my adult years learning to paint<br />
around. They’re getting ready for the future.”<br />
learn what technology has done for them lately.<br />
digitally, so in a way I’m married to technology.”<br />
Justin introduced three of his digital heroes: Kirsi<br />
Kirsi Salonen, a dark fantasy author and digital<br />
Salonen, Alex Ruiz, and Erlend Mørk.<br />
Digital artist and animator Alex Ruiz works in the<br />
artist from Finland, recently upgraded to 24 GB of<br />
heart of the digital art scene in Los Angeles. He’s<br />
RAM and a new <strong>Intel</strong><strong>®</strong> Core i7 processor on an<br />
Lassen credits <strong>Intel</strong> with bringing him in contact<br />
worked on the television series The Simpsons,<br />
Asus P6T* motherboard. “The more layers you<br />
with this trio of creative souls. “As a result of my<br />
and he teaches digital art to aspiring students.<br />
add to the picture, the more you need some<br />
collaboration with <strong>Intel</strong>, I was able to meet and<br />
“Since I use Photoshop* mostly, the faster and<br />
serious power. Sometimes I have over 30 layers<br />
develop relationships with them. We did<br />
stronger the machine, the faster one can be in<br />
within one work. It’s easier to play with layers,<br />
Synaesthesia together, and we’re like a family.<br />
creating. Photoshop uses a lot of RAM, and since<br />
and it helps to construct the image better than<br />
We’re all so different and spread across the world.<br />
file sizes can get huge, it’s extremely important<br />
traditional painting.”<br />
to have a good setup.”<br />
intel visual adrenaline no. 10, 2011 27<br />
Animated scene from The Mummy: Tomb<br />
of the Dragon Emperor (2008 Universal<br />
Pictures), created in part by the Indian<br />
animation studio subsidiary of<br />
Los Angeles-based Rhythm & Hues.<br />
1 “Bollywood,” a combination of “Bombay” (Mumbai’s former name) and “Hollywood,” is the name given to the Mumbai-based Hindi language film industry.<br />
34<br />
The Roxio GameCap box lets gamers<br />
capture video streams from Microsoft<br />
Xbox* 360 or Sony PlayStation* 3<br />
consoles and store them on their PCs.<br />
CAPTURE,<br />
EDIT,<br />
POST, & BOAST!<br />
Roxio Game Capture<br />
What fun is shooting a hole-in-one or scoring the “Gamers have been creating and posting gameplay Media* Video (WMV), and DivX*. The software<br />
winning goal if no one sees you do it? Gaming videos using DIY tools,” said Michael Demeyer, VP also makes it easy to grab still-image screenshots<br />
glory, after all, is best when you’ve got witnesses. of product marketing for the Corporate Products and save them in a number of Internet and print-<br />
Two new products from the Roxio division of<br />
Group at Rovi. “You need a fair amount of technical friendly formats.<br />
Rovi Corporation are taking bragging rights to savvy to do that, especially when recording<br />
a new level. With the <strong>Intel</strong><strong>®</strong> Quick Sync Video<br />
gameplay from a game console. We have a one-<br />
Capturing PC Gameplay<br />
media processing technology built into the 2nd stop solution for capturing, editing, and sharing<br />
generation <strong>Intel</strong><strong>®</strong> Core processor family, PC and game videos that is easy enough for everyone to on a PC<br />
console gamers get instant replay on steroids— use. We’re giving users a robust feature set and<br />
With Roxio PC Game Capture, there’s no external<br />
the ability to record, enhance, and share<br />
offer it in a cost-effective package.”<br />
hardware box. “The software runs in the<br />
gameplay videos.<br />
background,” Demeyer said, “capturing video or<br />
still-screen grabs of gameplay events and<br />
Capturing Console<br />
Roxio Game Capture* and Roxio PC Game<br />
recording it in up to full HD resolution. Keep in<br />
Capture* let gamers record their gameplay onto Gameplay on a PC<br />
mind that recording and playing back full HD<br />
their PCs. Using a full-featured set of video<br />
To capture Microsoft Xbox* 360 and Sony<br />
footage at its full frame rate is best handled with<br />
editing and enhancement tools, they can add<br />
PlayStation* 3 gameplay, Roxio Game Capture a muscular processor, such as a 2nd generation<br />
text, special effects, and soundtracks complete<br />
comes with a USB hardware device that connects <strong>Intel</strong><strong>®</strong> Core i7 processor or [Core] i5 [processor].<br />
with commentary to embellish racing sequences,<br />
to the game console, TV, and PC. Setup is easy, Whether you’re playing Black Ops* or World of<br />
high-score-shattering events, and harrowing<br />
and video tutorials on the Roxio Web site make Warcraft*, all of the action will be stored on your<br />
adventures. Or they can produce game reviews<br />
it even easier. Games can be played at full HD drive, waiting for you to bring it into the editor,<br />
and even create machinima—movies based<br />
resolution (1920x1080), recorded in real time as add creative transitions, background music, and<br />
on their gaming exploits—all of which can be<br />
480p (standard definition, 720x480 progressive voice-over commentary.”<br />
uploaded to popular video sharing sites such as<br />
scan) video, and output in a variety of formats fit<br />
Facebook*, WeGame*, and YouTube*.<br />
for viewing online, including AVI, H.264, Windows<br />
* software with <strong>Intel</strong><strong>®</strong> Quick<br />
Sync Video built into the 2nd generation <strong>Intel</strong><strong>®</strong> Core<br />
processor family lets gamers show off their skills<br />
44<br />
Digital Artists Harness PC Power<br />
Justin Lassen: justinlassen.com<br />
Erlend Mørk: erlendmork.com<br />
Kirsi Salonen: kirsisalonen.com<br />
Alex Ruiz: conceptmonster.net<br />
The <strong>Intel</strong><strong>®</strong> Digital Media “Creators” Program<br />
For more info on each of the Media Program channel<br />
partners, see:<br />
pcaudiolabs.com<br />
the3dshop.com<br />
boxxtech.com<br />
Cakewalk Music Creator:<br />
cakewalk.com/products/sonar/x1-essential/default.aspx<br />
CyberLink PowerDirector* 9:<br />
cyberlink.com/powerdirector<br />
Industry Snapshot: India’s Animation Studios<br />
Showing Rapid Growth<br />
Crest Animation Studios: crestindia.com<br />
Rhythm & Hues Studios: rhythm.com<br />
Federation of Indian Chambers of Commerce<br />
and Industry: ficci.com<br />
Capture, Edit, Post, & Boast!<br />
Roxio Game Capture* family products:<br />
roxio.com/enu/products/game-capture/default.html<br />
The 2nd generation <strong>Intel</strong><strong>®</strong> Core processor family:<br />
intel.com/consumer/products/processors/core-family.htm<br />
48
INTEL<strong>®</strong> VISUAL ADRENALINE<br />
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i n t e l<strong>®</strong> V i s u a l<br />
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Starcraft II * : Blizzard returns to rts<br />
NapoleoN: total war * :<br />
little general; huge<br />
animated armies<br />
r.U.S.e. * : Waging a<br />
World War using a<br />
PC’s touCh sCreen<br />
tiCker taPe: realism is<br />
in the little details<br />
avatar * : the Game:<br />
the First 3d unveiling of<br />
the World of Pandora<br />
I n t E L<strong>®</strong> V I S U A L<br />
Adrenaline<br />
issue 6, 2010<br />
Epic Games’ Unreal<br />
Engine* 3 technology<br />
goes Hollywood<br />
with Chadam<br />
WorKInG<br />
WItH rEAL<br />
MoDELS In<br />
rEAL tIME<br />
I N T E L<strong>®</strong> V I S U A L<br />
ISSUE 5, 2009 Adrenaline<br />
AUTodESk<strong>®</strong>:<br />
TECHNoLoGY<br />
AdVANCES AS<br />
NEXT-GENERATIoN<br />
HARdWARE<br />
MELdS WITH<br />
CUSToM-TUNEd<br />
SoFTWARE<br />
Empire: Total War *<br />
Takes to the Waves<br />
with Real-Time 3D<br />
Naval Battles<br />
Now iN beta: L.A. composer adds new<br />
<strong>Intel</strong><strong>®</strong> Media SDK software dimension to work of<br />
library supports media<br />
©2009 Mythic Entertainment**<br />
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<strong>Intel</strong> does not make any representations or warranties whatsoever regarding quality, reliability, functionality, or compatibility of third-party vendors and their devices. For<br />
optimization information, see software.intel.com/en-us/articles/optimization-notice/. All products, dates, and plans are based on current expectations and subject to change without<br />
notice. <strong>Intel</strong>, the <strong>Intel</strong> logo, <strong>Intel</strong> Atom, <strong>Intel</strong> Inside, <strong>Intel</strong> Core, MMX, VTune, and Xeon are trademarks or registered trademarks of <strong>Intel</strong> Corporation or its subsidiaries in the United<br />
States and other countries. *Other names and brands may be claimed as the property of others. Copyright © 2011. <strong>Intel</strong> Corporation. All rights reserved.<br />
07/2011 / TD / WQ / RHM / 325760-001 <strong>Intel</strong> <strong>Visual</strong> Adrenaline Magazine #10<br />
ISSUE 3, 2009<br />
WolfEnsTEin *<br />
ReBoRN:<br />
Better, Stronger,<br />
Faster—and True<br />
to Its Roots<br />
A Peek into th<br />
<strong>Intel</strong><strong>®</strong> Architectur<br />
Code-Named Larrabe<br />
New <strong>Intel</strong><strong>®</strong> Graphic<br />
Performance Analyzer