All Articles Tagged Game programming
| Link/Url | Tags |
|---|---|
| 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 |
