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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
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
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
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
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 ...
Type: Code
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
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
09/16/2011
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
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
08/02/2011
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
07/25/2011
Dynamic Resolution Rendering
[image] Dynamic Resolution Rendering The Dynamic Resolution Rendering sample demonstrates a technique for dynamically adjusting the resolution of the main rendering, with graphica ...
Type: Code
07/19/2011
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
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
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
06/23/2011
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
04/21/2011
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
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
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
03/02/2011
Shadow Explorer
[image] 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
02/25/2011
Onloaded Shadows
[image] 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
AVX Cloth
[image] 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
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
01/07/2011
Sandy Bridge Samples Suite
[image] Sandy Bridge Code Samples and ArticlesFind content to speed up your game development on 2nd Gen Intel® Core Processor family (codenamed Sandy Bridge). [image] ...
Type: Code
Sandy Bridge 01/05/2011
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
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
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