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
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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 ... |
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05/22/2012
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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 ... |
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05/22/2012
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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 ... |
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05/22/2012
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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 ... |
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05/22/2012
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Visual Computing Source
Visual Computing Source
Dashboard
Customize your visual computing content
ALL
GAMING
MEDIA
[image]
[image]
[image]
[image]
[image]
... |
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05/02/2012
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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 ... 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
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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: Technical Article,Code |
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_colony vcsource_techsample_gamecoderesourcedisk vcsource_index vcsource_product_colony |
04/26/2012
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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
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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
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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
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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
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