Game Code Resources Browser
Landing page for the Game Code Resources Browser DVD's ISO available for download! Type: Code |
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_techsample vcsource_index |
02/06/2012
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Sample Distribution Shadow Maps
As presented at Siggraph 2010, this code sample showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions. Type: Code |
visual computing shadow map SDSM vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
08/02/2011
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Intel Gaming and Graphics Technology Samples
Find Intel's software samples designed for game developers to take advantage of new programming models and technology features Type: Code |
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07/25/2011
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Dynamic Resolution Rendering
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Dynamic Resolution Rendering
The Dynamic Resolution Rendering sample demonstrates a technique for dynamically adjusting the resolution of the main rendering, with graphica ... Type: Code |
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07/19/2011
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Morphological Antialiasing (MLAA)
MLAA is an image-based, post-process filtering technique which identifies discontinuity patterns and blends colors in the neighborhood of these patterns to perform effective anti-aliasing. Type: Code |
samples sandybridge antialiasing GameDev GamingGraphicSamples |
07/15/2011
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Scalable Virtual Environments
Intel researchers invented a new software architecture called the Distributed Scene Graph (DSG). This architecture enables massive scaling of the number of participants and the complexity of scenes. Source code is available. Type: Code |
game development visual computing Scalable Virtual Environments vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
06/30/2011
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Colony - A highly parallel crowd simulation technique
Colony is a highly parallel optimized crowd simulation technique. Tens of thousands of units are simulated using a novel ray-casting technique. This is achieved by utilizing TBB to distribute our work across multiple threads and multiple frames and uti Type: Code |
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06/23/2011
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GPU Detect Sample
GPU Detect is a short sample demonstrates a way to detect the primary graphics hardware present in a system, and to initialize a game’s default fidelity presets based on the found graphics device using a simple API. Type: Code |
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04/21/2011
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Fluid Simulation for Video Games (part 9)
This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced. Type: Code |
TBB Intel TBB game development visual computing fluid simulation vorticity body buoyancy Archimedes Principle vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_product_tbb vcsource_index |
03/22/2011
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Kernel Template Library
Template Library to express Kernels with high level objects allowing auto-vectorization Type: Code |
C++0x simd SSE Vectorization AVX Lambda |
03/10/2011
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Adaptive Transparency
We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. Type: Code |
rendering Adaptive Transparency vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
03/03/2011
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Game Engine Tasking Animation
To give your customers the best experience on their particular platform we want to write game engine code that is core count independent. Type: Code |
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03/02/2011
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Shadow Explorer
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Shadow Explorer
Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus ... Type: Code |
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02/25/2011
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Onloaded Shadows
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Onloaded Shadows
Onloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the c ... Type: Code |
samples sandybridge GameDev GamingGraphicSamples |
01/13/2011
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AVX Cloth
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AVX Cloth
AVX Cloth is a tech sample that demonstrates use of 8 wide floating point SIMD processing with 256 bit AVX. The sample has many active cloth pieces simulating as ... Type: Code |
samples Intel AVX sandybridge GameDev GamingGraphicSamples |
01/11/2011
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Fireflies - Scalable Ambient Effects
Fireflies is a tech sample demonstrating a scalable ambient effect. In this sample, the ambient effect is a swarm of fireflies that scatter and reform into a walking character. Using Intel TBB, the firefly flight trajectory calculations performed per fram Type: Code |
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01/07/2011
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Sandy Bridge Samples Suite
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Sandy Bridge Code Samples and ArticlesFind content to speed up your game development on 2nd Gen Intel® Core Processor family (codenamed Sandy Bridge).
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Sandy Bridge |
01/05/2011
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Threaded Crowd Simulation with Collision Avoidance
Strategy & arcade genre games have small unit counts due to processing overhead. In Colony, we show how that overhead can be minimized with threading on the CPU and we show how to architect multi-threaded collision avoidance. Type: Code |
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_colony vcsource_techsample_gamecoderesourcedisk vcsource_index |
12/17/2010
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Fluid Simulation for Video Games (Part 8)
This is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises. Type: Code |
TBB visual computing fluid simulation vorticity particle system fluid buoyancy Boussinesq vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_product_tbb vcsource_index |
11/12/2010
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Intel® Compiler Options for Intel® SSE and Intel® AVX generation (SSE2, SSE3, SSE3_ATOM, SSSE3, SSE4.1, SSE4.2, AVX, AVX2) and processor-specific optimizations
Explains which Intel® Compiler switches to use to target and optimize for a specific platform, microarchitecture, CPU or processor. Type: Code |
dual-core xeon pentium SSE2 SSE3 SSE Core 2 Duo SSE4.2 SSSE3 SSE4.1 MMX Core 2 Quad atom Core i7 compiler AVX vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_icc vcsource_index |
09/02/2010
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Deferred Rendering for Current and Future Rendering Pipelines
As presented at Siggraph 2010, this code sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Type: Code |
Code sample visual computing directx 11 deferred rendering deferred shading deferred lighting vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
08/20/2010
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Adaptive Volumetric Shadow Maps
As presented at Siggraph 2010, this code sample introduces adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. Type: Code |
Code sample visual computing shadow map adaptive volumetric shadow maps AVSM vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
08/20/2010
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Nulstein - DX11 Deferred Context and DIY Game Task Scheduling
Nulstein1.0 presents a Do-it-yourself Game Tasks Scheduling system. Nulstein2.0 builds upon the original Nulstein to show a technique for DX11 Deferred Context Type: Code |
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08/17/2010
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Smoke Technology Demo
Intel Engineers are no longer directly supporting or updating this sample. Please check on our forums for community support.
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Smoke Technology Demo
Smoke is a tech demo th ... Type: Code |
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_index |
06/18/2010
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Ejemplo para introducción al paralelismo
Usar un ejemplo para la introducción en la programación paralela. Este articulo muestra el código "serial" y el "paralelo" Type: Code |
C++ Parallel Programming serial to parallel CreateThread Sleep |
09/14/2009
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