All Articles Tagged Game programming

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Real-Time Parametric Shallow Wave Simulation[Knowledgebase]
John Van Drasek IIIDavid BookoutAdam Lake Abstract Summary The simulation of ocean waves provides a significant challenge to computer graphics. Offline rendering yields phenomenal results, but the computational...

Posted: 2009-06-19 00:00:00 by Vincent Scotto (Intel)
Game programming, normal map, rendering, shallow wave simulation, texture map, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing, wave simulation
Inking the Cube: Edge Detection with Direct3D* 10[Knowledgebase]
"This article originally appeared in Game Developer magazine, and appears with the permission of Think Services." Edge detection techniques are fundamental to non-photorealistic rendering algorithms....

Posted: 2009-06-17 00:00:00 by Josh Doss (Intel)
Game programming, photorealistic rendering, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_techarticle, visual computing
Procedural Terrain Generation With Fractional Brownian Motion[Knowledgebase]
Information for Developers and ISVs This white paper investigates techniques for leveraging procedurally generated terrain with fractional Brownian Motion on the CPU and multi-texture blending on the...

Posted: 2009-06-19 00:00:00 by Jeffrey Freeman (Intel)
Game programming, texture map, visual computing
An Overview of Procedural Fire[Knowledgebase]
Download PDF An Overview of Procedural Fire [PDF | 1MB] Introduction The “Smoke” demo, created to highlight the scalability of a multi-threaded game engine architecture, includes a novel...

Posted: 2009-06-18 00:00:00 by Lora Woodruff (Intel)
game development, Game programming, havok, physics, Smoke, visual computing, visual effects
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 to...

Posted: 2009-06-18 00:00:00 by Sharon Greenfield (Intel)
coding, game development, Game programming, physics, visual computing
An Introduction to Neural Networks with an Application to Games[Knowledgebase]
by Dean Macri Introduction Speech recognition, handwriting recognition, face recognition: just a few of the many tasks that we as humans are able to quickly solve but which present an ever increasing...

Posted: 2009-11-03 00:00:00 by Dean Macri (Intel)
Game programming, physics, visual computing
Real-Time Deep Ocean Simulation on Multi-Threaded Architectures[Knowledgebase]
This white paper investigates a technique for real-time simulation of deep ocean waves on multi-processor machines under simulated work loads using threading. Introduction Computer graphicists have...

Posted: 2009-06-18 00:00:00 by Adam Lake (Intel)
Game programming, Integrated Graphics, physics, vcsource_domain_graphics, vcsource_index, vcsource_os_windows, vcsource_platform_desktoplaptop, vcsource_type_samplecode, vcsource_type_techarticle, visual computing