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Rendering Objects in Parallel Using Vulkan* APIs

To help experienced pro and indie developers prepare for Vulkan, this article walks through the code of a sample app that renders multiple .fbx and ....

Code Sample: Rendering Objects in Parallel Using Vulkan* APIs

Published on July 2, 2018

This code and accompanying article (see References below) discuss the process of rendering multiple FBX (Filmbox) and OBJ (Wavefront) objects using...

Multi-core-CPP

Using Modern C++ Techniques to Enhance Multi-core Optimizations

Published on June 25, 2018

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle...

a butterfly

Code Sample: Using Modern C++ Techniques to Enhance Multi-core Optimizations

Published on June 25, 2018

This software example demonstrates how to use multi-core technologies to edit images. There are two parts to this project, a .NET Windows application...

C#JobSystem unity

Code Sample: New Unity* Entity Component, C# Job System, and Burst Compiler

Published on June 1, 2018

The new C# job system and entity component system from Unity* don’t just allow you to easily leverage previously unused CPU resources, they will also...

starship in space

Get Started with the Unity* Entity Component System (ECS), C# Job System, and Burst Compiler

Published on May 31, 2018

The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also...

woman in a virtual environment

Code Sample: Custom Audio Editor Tool with Unreal Engine* for Sound Spatialization in VR

Published on May 30, 2018

This Code Sample show you step-by-step on building a useful tool for VR devs using Unreal Engine that leverages the power of intel CPU’s. Unreal...

Merging Masked Occlusion Culling Hierarchical Buffers for Faster Rendering

The article and code sample are an addition to the preceding work by Andersson et al. that addresses many of these problem cases by splitting a scene...

Grayscale in game output

Code Sample: Merging Masked Occlusion Culling Hierarchical Buffers

Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering...

code sample

Code Sample: An Approach to Parallel Processing with Unreal Engine*

Published on April 26, 2018

In this example, a flock was defined as a school of fish. For each member, the algorithm needs to worry about cohesion, alignment and separation....

game development

Code Sample: Parallel Techniques in Modeling Particle Systems Using Vulkan* API

Published on April 23, 2018

This code sample and accompanying article (see References below) discuss and compare aspects of the implementation of a particle system using CPU and...

An-Approach-to-Parallel-Processing-with-Unity

Code Sample: An Approach to Parallel Processing with Unity*

Published on April 10, 2018

This code and accompanying article (see References below) cover development of a flocking algorithm, which is then demonstrated as schools of fish...

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