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Fluid Simulation for Video Games (part 4) Fluid Simulation for Video Games (part 3) Rethinking the Pipeline: Dreamworks Animation* Advances the Art Using Pictures to Create Real World 3D Models Scaling Ambient Animations for Improved Game Experience Using Intel® Streaming SIMD Extensions and Intel® Integrated Performance Primitives to Accelerate Algorithms Parallelization of SMOKE Gaming Demo Fluid Simulation for Video Games (part 2) Fluid Simulation for Video Games (part 1) Real-Time Parametric Shallow Wave Simulation Using NURBS Surfaces in Real-time Applications Light Based Tessellation Application Note Z Fighting Code Sample Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware Architecture of a Real-Time Ray-Tracer Optimizing Vertex Linear Interpolation with Intel® Pentium® III and Pentium® 4 Processors