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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Embree - Photo-Realistic Ray Tracing Kernels
Embree: Photo-Realistic Ray Tracing Kernels (Release 1.0)
Embree is a collection of high-performance ray tracing kernels, developed at Intel Labs. The kernels are optimized fo ... Type: Code |
Embree vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode 光线追踪 视觉计算 vcsource_index |
11/21/2011
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River Trail: Parallel Web Applications
In a world where the web browser is the user's window into computing, browser applications must leverage all available computing resources to provide the best possible user experi ... Type: Code |
parallel javascript River Trail Parallel Programming Intel Labs Web page performance |
10/11/2011
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Intel® OpenCL SDK Samples
To the Intel® OpenCL SDK main page
Table of Contents
1. High Dynamic Range Rendering with God Rays Effect Sample2. 3D Fluid Simulation Sample3. High Dynamic Range Tone Mapping Post Processing Effec ... Type: Code |
openCL Sandy Bridge OpenCL SDK Intel OpenCL |
09/26/2011
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Intel® OpenCL SDK 1.5 - Release Notes
To the Intel® OpenCL SDK main page
Table of Contents
1. New in this Release2. Technical Requirements3. Product Limitations and Known Issues
New in this Release (Intel® OpenCL SDK 1.5)
Back to top
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openCL OpenCL SDK vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_domain_gamedev vcsource_index |
09/26/2011
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Using Intel® Cilk™ Plus to Achieve Data and Thread Parallelism: A Case Study for Visual Computing
Multicore systems with advanced vector instructions are moving into many domains: from servers, workstations, and desktops, to laptops and mobile devices. There is potential for improving the performance of user applications by exploiting both data and th Type: Code |
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09/16/2011
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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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Spark: Modular, Composable Shaders for Graphics Hardware
We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extend Type: Code |
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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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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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Using UMC De-multiplexer with the Intel® Media Software Development Kit
The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams. Type: Code |
UMC Decode media sdk visual computing media de-multiplexer vcsource_type_techarticle vcsource_domain_media vcsource_product_msdk vcsource_os_windows vcsource_platform_desktoplaptop vcsource_type_samplecode vcsource_index |
11/17/2010
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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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