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X-bit labs: Hello, can you introduce yourself to our readers please?

Nick Knupffer: I am Intel’s PR spokesperson for all our graphics technologies.

X-bit labs: Some of our readers probably do not know about your career and would be interested to know more about your role at Intel and graphics products division, can you talk about that? 


Nick Knupffer

Nick Knupffer: Sure – I started off at Intel in the UK in ’99 in a technical role supporting our largest OEM customers. Intel allows quite a large degree of job movement within the company and so I decided to take advantage of Intel’s grandeur and took a job managing gaming marketing programs; and then I moved to UK public relations. The technical aspect along with the many lunches appealed to me – and I am pleased to say that I count quite a large number of journalists among my friends now. In 2004 – Intel asked me to move to our HQ in Santa Clara and I have been here ever since – with a bird’s eye view of the technology industry. Quite a privileged position I can assure you.

Closer Look at Intel’s Graphics Products Division

X-bit labs: Can you reveal more information about Intel’s graphics adapter division? How many people are working on integrated graphics processors (IGPs) and how many are assigned on the Larrabee project? How many are working on actual hardware and how many are developing drivers and software

Nick Knupffer: Let’s just say that there are a large number of very interesting and clever people working in our Visual Computing Group or ‘VCG’. Some are originally from Intel but many come from a myriad of graphics hardware and software companies – the sheer variety of expertise means a trip to the VCG main campus in Oregon is always fun.


Intel’s Ronler Acres Campus in Hilsboro, Oregon

X-bit labs: Both ATI and Nvidia have relatively large teams who assist video game developers. Does Intel have such a team right now?

Nick Knupffer: Actually we have quite a long history of doing this already on the CPU side of things. For VCG - while it is too early to go into any specifics, but you can be assured that Intel will do the right thing.

X-bit labs: What are the primary goals for Intel’s graphics product division right now?

Nick Knupffer: Well, we haven’t actually announced any products yet, only the Larrabee architecture. We are heads down working on making sure our architecture delivers on the promise of developer freedom.

X-bit labs: What do you consider to be fundamental advantages that Intel’s graphics division will have – once it launches Larrabee – over ATI/AMD and Nvidia?

Nick Knupffer: Well, I can’t comment about ATI or Nvidia – but I believe that the developer freedom afforded by Larrabee’s many-core architecture will launch a new era of innovation. While current games keep getting more and more realistic, they do so within a rigid framework. Larrabee was created in consultation with the world’s top 3D graphics gurus, the idea is to give will give developers of games and APIs a blank canvas onto which they can innovate like never before.  

 
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