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Video Conversion Expert Movavi* Optimizes Performance on Intel® Architecture with Intel® Media SDK
Video conversion from one codec to another is one of the most data-intensive processes run on PCs, workstations and servers. By integrating the latest Intel technologies and optimizing their codecs, Movavi software achieves up to 400 percent improvement.
Type: Technical Article
vcsource_type_techarticle vcsource_product_msdk vcsource_domain_graphics vcsource_index 05/25/2012
Sample Webinar Archived
Webinar content goes here. 04-13-2012 04-13-2012 05-13-2012 Online Events http://software.intel.com/file/43240 Sample abstract. Lorem ipsum dolor sit amet, triton testandum ecce sit audivit erg ...
_vcsource_type_event 05/22/2012
Sample Live Event Expired
Live event content goes here. 04-13-2012 04-13-2012 05-13-2012 Live Events http://software.intel.com/file/43240 Sample abstract. Lorem ipsum dolor sit amet, triton testandum ecce sit audivit er ...
_vcsource_type_event 05/22/2012
Sample Webinar
Webinar content goes here. 04-13-2012 04-13-2012 Online Events http://software.intel.com/file/43240 Sample abstract. Lorem ipsum dolor sit amet, triton testandum ecce sit audivit ergo accipiet s ...
_vcsource_type_event 05/22/2012
Sample Live Event
Live event content goes here. 04-13-2012 04-13-2012 Live Events Intel® SDK for OpenCL* Applications http://software.intel.com/file/43240 Sample abstract. Lorem ipsum dolor sit amet, triton te ...
_vcsource_type_event 05/22/2012
Reciprocal Collision Avoidance and Navigation for Video Games
Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent developments in commodity hardware are allowing large numbers of virtual agents to be incorporated into game levels in increasing numbers
navigation collision avoidance vcsource_type_techarticle vcsource_domain_graphics vcsource_domain_gamedev vcsource_index GDC 2012 Reciprocal Collision Avoidance vcsource_type_graphics 05/22/2012
Intel® Graphics Performance Analyzers 2012 R3
Visual Computing Source Dashboard Tools, SDKs, LIBs Intel® Graphics Performance Analyzers 2012 R3 Follow Product Manager ...
vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_platform_tablet vcsource_os_android vcsource_platform_phone vcsource_type_product vcsource_perfanalysis vcsource_producttype_addon vcsource_productinterop_oclsdk vcsource_productinterop_msdk vcsource_index 05/21/2012
Intel® Graphics Performance Analyzers Getting Started Guide
Quickly get up-to-speed using the Intel® Graphics Performance Analyzers (Intel® GPA) tool suite. The article is intended for graphics developers who are not familiar with Intel GPA.
Type: Technical Article,Tutorials
GPA vcsource_type_techarticle vcsource_type_documentation vcsource_product_gpa vcsource_domain_gamedev vcsource_index 05/17/2012
Fluid Simulation for Video Games (part 13)
This is a series on fluid simulation for games. This article describes how to augment the fluid particle system described earlier, interact with rigid bodies with any polyhedral shape, and generate a lift-like force on those bodies.
Type: Technical Article
convex convex hull vcsource_type_techarticle vcsource_domain_graphics vcsource_index 05/16/2012
Intel® GPA Tip: Minimize Overdraw by Using Pixel History and Pixel Overdraw Modes
Intel® Graphics Performance Analyzers (Intel® GPA) includes various features that help game developers optimize their game. This article shows how to use the Pixel History and Overdraw modes to analyze "hot spots" within your game or application.
Type: Technical Article
GPA vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index 05/14/2012
Dynamic Resolution Rendering Updated
by Doug Binks Introduction This update to the Dynamic Resolution Rendering sample optimizes the temporal anti-aliasing (TAA) upscale pass and adds a few new features for improved qualitative comparis ...
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_dynamicresolutionrender vcsource_index 05/14/2012
Early Z Rejection
Visual Computing Source Dashboard Samples Early Z Rejection [image] Early Z Rejection Intel Corporat ...
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_techsample 05/10/2012
Batch Size
Visual Computing Source Dashboard Samples Batch Size [image] Batch Size Intel Corporation Features / Description This sample demonstrates the use of instancing to li ...
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_techsample 05/10/2012
Intel® GPA 2012 Supports Android on Intel Atom
06-28-2011 06-28-2011 Intel® GPA http://software.intel.com/file/43676 no Josh Doss, Product Manager for Intel Graphic Performance Analyzers, demos a few features of the Intel ...
vcsource_producttout_GPA 05/07/2012
Zombie Studios Uses Intel® GPA to Optimize Gameplay
06-28-2011 06-28-2011 Intel® GPA http://software.intel.com/file/43675 no Could a zombie really teach your development team how to optimize its game software? The answer is ye ...
vcsource_producttout_GPA 05/07/2012
Intel® Graphics Performance Analyzers 2012
06-28-2011 06-28-2011 Intel® GPA http://software.intel.com/file/43674 no The team has completed several feature updates during the year, adding new capabilities that the cust ...
vcsource_producttout_GPA 05/07/2012
Intel® GPA 2012 Offers a Solution
06-28-2011 06-28-2011 Intel® GPA http://software.intel.com/file/43673 no Attention game designers and developers: Intel has awesome game performance analysis tools for you in ...
vcsource_producttout_GPA 05/07/2012
Surface Based Anti-Aliasing
Surface Based Anti-Aliasing By Marco Salvi, Kiril Vidimce, Intel Corp. We present surface based anti-aliasing, a new approach to real-time anti-aliasing for deferred renderers that improves performance & lowers memory requirements for anti-aliasing.
Type: Technical Article
vcsource_type_techarticle vcsource_domain_graphics vcsource_index SBAA anti-aliasing 05/02/2012
Visual Computing Source
Visual Computing Source Dashboard Customize your visual computing content ALL GAMING MEDIA [image] [image] [image] [image] [image] ...
05/02/2012
OpenCL* Device Fission for CPU Performance
Download Article Download OpenCL* Device Fission for CPU Performance [PDF 762KB] Summary Device fission is an addition to the OpenCL* specification that gives more power and control to OpenCL progr ...
Author: Terry Sych
Type: Technical Article
vcsource_domain_media vcsource_os_windows vcsource_domain_graphics vcsource_product_oclsdk vcsource_domain_gamedev vcsource_index vcsource_type_techarticle 04/30/2012
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: Technical Article,Code
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_colony vcsource_techsample_gamecoderesourcedisk vcsource_index vcsource_product_colony 04/26/2012
Fast CPU DXT Compression
DXT compression is a lossy texture compression algorithm that can reduce texture storage requirements and decrease texture bandwidth. DXT decompression is typically hardware accelerated, which makes it very fast and efficient.
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_techsample 04/25/2012
Fast CPU DXT Compression
DXT compression is a lossy texture compression algorithm that can reduce texture storage requirements and decrease texture bandwidth. DXT decompression is typically hardware accelerated, which makes it very fast and efficient.
vcsource_type_techarticle vcsource_domain_graphics vcsource_index vcsource_techsample_cpu-texture-compositing vcsource_techsample_dxtcompression vcsource_product_dxtcompression 04/25/2012
Ivy Bridge Performance Workshop
Visual Computing Source Dashboard Samples Ivy Bridge Performance Workshop [image] Ivy Bridge Performance Workshop Intel Corporation Features / Description The Ivy Br ...
vcsource_domain_graphics vcsource_type_techsample vcsource_os_windows vcsource_platform_desktoplaptop 04/25/2012
CPU Texture Compositing
A standard way of rendering terrain in games is to blend diffuse textures together using a mask texture to control which textures are visible. Depending on the number of textures being combined, this can potentially be a fairly time consuming process due
vcsource_domain_graphics vcsource_type_techsample vcsource_platform_desktoplaptop vcsource_os_windows 04/25/2012