| Link/Url | Tags |
|---|---|
| Code Demo: Destroy the Castle [Knowledgebase] This is the binary and source of a demo we created to show how games can take advantage of multi-core processors. It's dead simple - you control a cannon facing down a terrifying, lethal... castle. ... Posted: 2009-06-18 16:45:31 by | .net, OpenMP, Threading Building Blocks, coding, gaming, Code, games, polygonal modeling, threading, visual computing |
| Getting the Most out of Intel® Extreme Graphics Sample Code [Knowledgebase] by Mark Buxton, Matt McClellan,Cody Northrop, Kipp Owens, and Eric Palmer Why Should I Care About This Code Sample? The sample code included within uses the framework of a couple DirectX* 9 sam ... Posted: 2009-06-18 18:18:33 by Cody Northrop (Intel), Eric Palmer (Intel), Mark Buxton (Intel), Matthew Mcclellan (Intel), kippowens | coding, Code, visual computing, graphics |
| Using SSE3 Technology in Algorithms with Complex Arithmetic [Knowledgebase] Introduction This paper demonstrates the benefits of Streaming SIMD Extensions 3 and Hyper-Threading Technology when implementing complex arithmetic. Both of these features are available in Inte ... Posted: 2009-07-31 19:12:16 by | simd, SSE3, coding, Code, Hyper-Threading Technology, physics, visual computing |
| Reducing the Impact of Misaligned Memory Accesses [Knowledgebase] Introduction Misalignment of memory access is a problem commonly encountered when optimizing code with Streaming SIMD Extensions 2 (SSE2). An SSE2 algorithm often requires loading and storing da ... Posted: 2009-06-19 18:44:32 by Michael Stoner (Intel) | SSE2, coding, visual computing |
| Multithreaded Game Programming and Hyper-Threading Technology [Knowledgebase] by Will Damon Overview Multiprocessor machines are becoming more commonplace on the desktop with the introduction of Hyper-Threading Technology to the Intel® Pentium® 4 processor. While mult ... Posted: 2009-06-20 17:47:05 by William Damon (Intel) | coding, threading, game development, visual computing |
| Recognizing Efficient Use of Caches in Code for the Itanium® Processor Family [Knowledgebase] by Joseph Bissell, University of Delawareand Walt Triebel, Fairleigh Dickinson University(Adapted from original material authored by Rick Booth) Introduction To achieve optimal performance from ... Posted: 2009-02-20 18:08:38 by bissell, watriebel@aol.com | cache, coding |
| Support the CONTEXT Structure in Windows 2000 (64-bit) [Knowledgebase] Challenge Provide support for the CONTEXT structure on both 32-bit Windows and 64-bit Windows operating systems. Windows 2000 (64-bit) uses CONTEXT structures to perform various internal operatio ... Posted: 2009-03-11 09:45:32 by | coding, Develop for Core processor, How-To |
| Vectorize Code Using C/C++ Classes on 32-Bit Intel® Architecture [Knowledgebase] Challenge Vectorize code by means of C++ vector classes. Consider the following simple loop: void add(float *a, float *b, float *c) { int i; for (i = 0; i < 4; i++) { c[i] = a[i] ... Posted: 2009-01-26 15:07:17 by | coding, Develop for Core processor, How-To |
| Перекодировка и оптимизация кодека: советы и приемы [Knowledgebase] Введение Автор: Ханг Нгуйен (Khang Nguyen) Перекодирование носителей, которое позволяет осуществлять их взаимоде ... Posted: 2009-02-05 01:43:44 by | coding, threading, multimedia, visual computing |
| Creating A Custom Appwizard for 3D Development [Knowledgebase] by Kim PallisterIntel Corporation The scene opens on a dusty street in an old western town. Under the blistering sun at high noon, two programmers face each other at 10 paces. From under the brim of ... Posted: 2009-06-18 17:29:17 by Kim Pallister (Intel) | coding, global illumination, visual computing |
| Open Source Game Development [Knowledgebase] Introduction A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine ... Posted: 2009-06-19 11:34:00 by | coding, Game programming, game development, physics, visual computing |
| How to Get Faster Video Rendering on the Intel® Pentium® 4 Processor [Knowledgebase] by Eric L. Palmer Abstract This document describes how to make sure that your video rendering code is as fast as it can be on Intel® Pentium® 4 processor-based systems. This method applies to any ... Posted: 2009-06-18 18:33:32 by Eric Palmer (Intel) | coding, game development, visual computing |
| Tips For Developers: The Deadly Light [Knowledgebase] by Yakov Sumygin Tips on optimization of applications for Intel GMA X3000- X3100 The latest Intel video adapters are limited in terms of pixel rendering speed. Thus, it is necessary to provid ... Posted: 2009-06-20 21:17:23 by | coding, physics, global illumination, visual computing, bump map |
| How to Implement the Intel® GPP Vector Module [Knowledgebase] Challenge Implement Intel® Graphics Performance Primitives (Intel® GPP) to provide basic vector operations. These include operations such as addition, subtraction, dot-product, cross-product, ... Posted: 2009-06-18 18:34:58 by | coding, visual computing |
| How to Manipulate Data Structure to Optimize Memory Use on 32-Bit Intel® Architecture [Knowledgebase] Challenge Improve memory utilization by manipulating data-structure layout. For certain algorithms, like 3D transformations and lighting, there are two basic ways of arranging the vertex data. T ... Posted: 2009-06-18 18:36:16 by | coding, visual computing |
| Maximizing Performance with Fine-Grained Parallelism [Knowledgebase] Implementing functional decomposition in games to get the most performance from the processor By Andrew Binstock In my previous article, I described how to use functional decomposition to break up g ... Posted: 2009-06-19 10:39:54 by | coding, game development, visual computing |
| Architecture of a Real-Time Ray-Tracer [Knowledgebase] Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands Introduction Recently, it has been shown that ray tracing can be done in real-time on consumer PCs. This is an interesti ... Posted: 2009-11-02 11:27:13 by jacco@bik5.com | coding, ray tracing, texture map, global illumination, visual computing |
| Understanding Memory Access Characteristics of Motion Estimation Algorithms [Knowledgebase] Introduction By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group Today, processor computing power makes real-time video encoding and decoding using General Purpose Pr ... Posted: 2009-06-20 16:18:11 by | coding, threading, visual computing, video encoding |
| Getting IPv6 at home & writing code [Blogs] IPv6 has always been a foreign topic to me, their weird addresses and more complex tunneling systems made it an uncharted world I never set foot in. On the other hand, I do know that all quality soft ... Posted: 2009-07-07 13:21:04 by Ylian Saint-hilaire (Intel) | coding, Ylian, IPv6 |