Intel® OpenCL SDK - Frequently Asked Questions
To the Intel® SDK for OpenCL* Applications main page
Updated: April 23rd 2012
Table of Contents
Product Information
1. What is the Intel® SDK for OpenCL* Applications?
2. Is OpenCL* supported on ... Type: Tutorials |
openCL OpenCL SDK Intel OpenCL vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_domain_gamedev vcsource_index |
04/23/2012
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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: Tutorials |
rendering Adaptive Transparency vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
03/21/2012
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Fluid Simulation for Video Games (part 1)
Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques. Type: Tutorials |
fluid dynamics computational fluid dynamic visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index |
03/15/2012
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Introduction to x64 Assembly
For years, PC programmers used x86 assembly to write performance-critical code. However, 32-bit PCs are being replaced with 64-bit ones, and the underlying assembly code has changed. This white paper is an introduction to x64 assembly. Type: Tutorials |
IA-64 assembler visual computing ia64 addressing modes |
09/29/2011
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Towards Deterministic Multithreading in Games Part I
How to multithread a game engine, by separating visual components from logic ones, in a highly scalable way while still mantaining determinism, which a key aspect in some type of games, like RTS; and a desired propierty in most others. Type: Tutorials |
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09/23/2011
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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: Tutorials |
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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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: Tutorials |
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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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Extending STL for Games
There is widespread usage of the Standard Template Library (STL) in the C++ development community. This article takes a look under the hood of several core STL components by customizing and extending them to solve game-specific problems. Type: Tutorials |
C++ STL iterators game development visual computing Standard Template Library STL Container vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_domain_gamedev vcsource_index |
09/07/2010
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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: Tutorials |
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08/17/2010
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Image Sequences or Vector Art in the Development of Flash* Games and Virtual Worlds?
This article covers the numerous reasons why artists & developers would use an image or image sequence as opposed to vector art as it relates to Flash games and virtual world development. Type: Tutorials |
flash visual computing artistanimator Adobe Flash raster images vector images image sequence vector art |
08/03/2010
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Integrating 3D Image Sequences into Flash
Adobe Flash* is used in numerous applications, from online streaming of video and audio to creating sophisticated Web site and gaming experiences for netbooks and PCs. This article shows how to integrate 3D image sequences into your animated projects. Type: Tutorials |
Adobe flash visual computing artistanimator 3D art 3D animation Adobe Flash 3D image |
06/22/2010
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Practical Game Performance Analysis Using Intel® Graphics Performance Analyzers
Intel GPA is a suite of graphics performance optimization tools that enables developers to visualize, isolate and resolve graphics performance issues. Improve the performance of your games with the performance analysis methods presented in this article. Type: Tutorials |
GPA vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index |
05/04/2010
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Fluid Simulation for Video Games (part 7)
This is a series on fluid simulation for video games. This article explains how to integrate a fluid simulation into a typical particle system and introduces motion resulting from arbitrary external affectors (such as wind and forces). Type: Tutorials |
game development visual computing particle effects vorticity particle system emission vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_index |
02/03/2010
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Fluid Simulation for Video Games (part 6)
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles. Type: Tutorials |
fluid dynamics computational fluid dynamic game development visual computing fluid simulation vorticity vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_product_tbb vcsource_index |
01/21/2010
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Fluid Simulation for Video Games (part 5)
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster. Type: Tutorials |
fluid dynamics computational fluid dynamic game development visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_type_samplecode vcsource_product_tbb vcsouce_product_vtunexe vcsource_index |
12/14/2009
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Fluid Simulation for Video Games (part 4)
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction. Type: Tutorials |
fluid dynamics computational fluid dynamic game development visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_index |
10/28/2009
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Fluid Simulation for Video Games (part 3)
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion. Type: Tutorials |
fluid dynamics computational fluid dynamic visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_tbb vcsource_index |
10/15/2009
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Fluid Simulation for Video Games (part 2)
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion. Type: Tutorials |
fluid dynamics computational fluid dynamic visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index |
07/21/2009
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