Intel Developer Forum 2010 Day 2 Keynote Coverage - HotHardware

Intel Developer Forum 2010 Day 2 Keynote Coverage

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Day two of the Intel Developer’s Forum was kicked off with a couple of keynote addresses from Renee James, the Senior Vice President and General Manager of the Software and Services Group at Intel and Doug Davis, the Vice President and General Manager of the Embedded and Communications Group. The main focus of their talks revolved around Atom and the ecosystem surrounding it and other low-power Intel platforms.



Renee started off talking about some of the history of mobile PC and more specifically of tablets. She went on for a bit outlining the evolution of tablets and talking about the improvements in graphics, compute performance, touch interfaces, and manufacturing that enabled the current generation of mobile products. To help get her point across, Ms. James showed off one of the first tablet PC’s from 1989 that was on loan from the obsolete computer museum and contrasted it with a couple of current tablets and netbooks currently on the market.

Renee also talked about some of the software innovation Intel has been working on, including those from the Wind River Network acceleration platform that enabled parallel processing of packets to improve overall network throughput. A number of Intel’s other tools for ISV were also shown off, including Parallels Studio, which can be used for optimizing software for multi-core platforms.



Throughout her presentation, Ms. James brought a few partners and customers on stage to talk about some of the hardware and software innovations being worked on. She also talked about the “AppUp” program and some of the incentives for developers to embrace the program, which include prizes for developing apps for MeeGo and Windows. In fact, she even brought out Rick Vanner, developer of the netbook-targeted game “Goals!”, who was the grand prize winner of a Chevy Volt. His game was developed in about a week for the Windows platform and was ported over to MeeGo in just a few days using the developer tools Intel has made available.


Stephan Odepher was also brought out on stage to show off the Atom and MeeGo-based WeTab tablet PC. The WeTab features a custom interface that’s designed for easy thumb navigation and boasts of 16 second boot times and 1 second wake-from-standby times. A number of other devices featuring MeeGo were shown off as well, including settop boxes from Acer and Asus running Windows embedded with media center functionality. 

Physics and Intel Architecture -

The gang from Havok was also on-hand showing off some physics demos and how they scaled on Intel’s multi-core processors. We’ve got some footage from the demos posted above. In the videos, you can see the scaling from one-to-many objects, using a 6-core Core i7 processor. Havoc also announced that they will be supporting physics on Atom moving forward, but nothing was shown during the keynote.

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Lots of cool new toys for us to play with.

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Man what a bunch of smoke and mirrors! they would never be able to get away with that at Siggraph!
They really make the animations impressive when they have all the secondary dynamics already calculated and rendered out! If that guy was actually in front of the computer and doing that in real time then I would have been impressed.  At best he was in front of it just compositing multiple animated layers together of the troll. The cloth and Fur dynamics on the Troll and the dress still have to be run through the simulation process even during playback. I can tend to believe that it will be super fast playing back in the view ports. But they make it seem like you are going to be able to create that within the computer with a push of the button?
The cloth on the dress just seems like they have the Tension Bias up to high. They could have easily used a denim modifier on the left and a silk setting on the right. That is exactly what it looks like. Doesn't have much to do with the processors, one just may calculate the simulation faster than the other. But when scrolled through and played back they will be the same. Also if you use segment sectioning instead of the now common delaunay tessellation on the mesh, that would be the very noticeable difference to anyone who uses cloth.
At least the ridged dynamics makes more sense! With that you can see that one script can run with reaction to the impacts on the bridge. That kind of engine is built into most games, and if it doesn't use sectional animations pre-stored, then it can still use particle effectors built into the grenades. Yet cloth which has multiple directions and forces pushing and pulling in all directions, it is to tricky to do in real time. When we change a leg or arm and move the character around, we always have to update the calculations before we can play it back like that.
So I am sure they had a wizard behind the curtain:P
I like the Dell Tabletop though!

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