Intel® Graphics Performance Analyzers (Intel® GPA) FAQ
This article is the "Frequently Asked Questions" (FAQ) for the Intel® Graphics Performance Analyzers (Intel® GPA). Intel GPA helps game developers analyze and optimize their games for Intel® CPU's and processor graphics. Type: Technical Article |
FAQ GPA Sandy Bridge vcsource_type_techarticle vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index |
05/21/2012
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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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Cthulhu PC Debut on Ultrabooks, A Game Craft Journey
Interview with Tomas Rawlings of Red Wasp Design, developer of the H.P. Lovecraft inspired PC game “Call of Cthulhu: The Wasted Land”. Type: Technical Article |
ultrabook game development case study |
05/06/2012
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Intel® SDK for OpenCL* Applications Installation Guide
See the following links to the online resources and documents for the latest information regarding the Intel® SDK for OpenCL* Applications:
Intel® SDK for OpenCL* Applications at the Intel® Visual C ... Type: Technical Article |
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 |
05/03/2012
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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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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 |
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_colony vcsource_techsample_gamecoderesourcedisk vcsource_index vcsource_product_colony |
04/26/2012
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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: Technical Article |
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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The Full Check List for Optimized OpenCL* Application
To the Intel® SDK for OpenCL* Applications main page
Content Update: 23rd April 2012
Table of Contents
What is Intel SDK for OpenCL* Applications?
Why to optimize OpenCL* applications to Intel ... Type: Technical Article |
openCL OpenCL SDK Intel OpenCL vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_producttout_oclsdk vcsource_index |
04/23/2012
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Quick Reference Guide to 3rd Generation Intel® Core™ Processor Graphics (codename Ivy Bridge)
Current Quick Reference Guide to Intel Graphics. Type: Technical Article |
game optimization visual computing graphics Sandy Bridge graphics quick reference guide vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index |
04/23/2012
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Optimizing XuanYuan with Intel® Graphics Performance Analyzer on Intel® HD Graphics
Engineers from Intel & Tencent used Intel® GPA to improve the performance of XuanYuan by 1.34x. The performance gains from these optimizations also improved the frame rate on a pre-release Ivy Bridge system by 1.30x from 66 fps to 86 fps. Type: Technical Article |
vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_type_casestudy Xuan Yuan |
04/23/2012
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Pre-Compositing Textures for Terrain Rendering
There are many ways to generate and render terrain, but for years one of the most common ways has been to generate a terrain from a heightmap and use a mask texture to blend, or composite, diffuse textures together. Type: Technical Article |
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_cpu-texture-compositing vcsource_platform_desktoplaptop vcsource_os_windows |
04/23/2012
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Intel Graphics Developer's Guides
Intel processor graphics is updated in distinct generations. This page has the latest Intel Graphics Developer's Guide and links to previous generations of Intel Graphics Developer's Guides. Type: Technical Article |
vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index vcsource_techsample_batchsize vcsource_techsample_earlyzrejection vcsource_product_earlyzrejection vcsource_product_batch-size |
04/23/2012
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Intel Graphics Developer's Guides
Intel processor graphics is updated in distinct generations. This page has the 2nd Generation (codename Sandy Bridge) Intel Processor Graphics Developer's Guide and links to previous generations of Intel Integrated Graphics Developer's Guides. Type: Technical Article |
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04/23/2012
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Microsoft* DirectCompute on Intel® Ivy Bridge Processor Graphics
Microsoft* DirectCompute exposes the compute functionality of graphics hardware as a new shader type: the compute shader. DirectCompute allows you to program compute shaders on Intel® Ivy Bridge hardware. This paper describes how. Type: Technical Article |
vcsource_type_techarticle vcsource_domain_graphics DirectCompute vcsource_platform_desktoplaptop vcsource_os_windows |
04/23/2012
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Shogun2: Total War* Case Study
Intel worked with Creative Assembly throughout development of Shogun 2: Total War to get the best possible performance from the Intel® processor and graphics. This case study looks at some of the optimizations made to achieve a final frame rate of 28 FPS. Type: Technical Article |
Shogun 2 Shogun 2: Total War vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_vtunexe vcsource_product_gpa vcsource_type_casestudy vcsource_producttout_GPA |
04/20/2012
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Case Study: Parallelizing a Recursive Problem with Intel® Threading Building Blocks
Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases. Type: Technical Article |
TBB Intel TBB rendering dreamworks vcsource_domain_graphics vcsource_product_tbb vcsource_type_casestudy vcsource_os_windows vcsource_platform_desktoplaptop |
04/13/2012
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Optimizing Compiler For Automatic Shader Bounding
[image]
An Optimizing Compiler for Automatic Shader BoundingBy Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller
Programmable shading provides artistic control o ... Type: Technical Article |
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03/21/2012
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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: Technical Article |
rendering Adaptive Transparency vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
03/21/2012
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Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse
Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. This paper presents a specialized algorithm for efficient multi-view image generation from a camera line using ray tracing. Type: Technical Article |
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03/21/2012
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Adaptive Transparency, HPG 2011
Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits consistent performance. Type: Technical Article |
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03/21/2012
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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: Technical Article |
vcsource_type_techarticle vcsource_domain_graphics vcsource_index |
03/21/2012
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High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our algorithm uses a number of line samples over a rectangular group of pixels, and together with the time dimension, a two-dimensional spatio-temporal visibil Type: Technical Article |
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03/21/2012
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Hierarchical Stochastic Motion Blur Rasterization
We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests Type: Technical Article |
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03/21/2012
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