Article

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Authored by Last updated on 01/24/2018 - 12:12
Article

Fluid Simulation for Video Games (part 9)

This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
Authored by Last updated on 01/24/2018 - 12:12
Blog post

Software Occlusion Culling Update

This update consists of new features and optimizations which have reduced the total Software Occlusion Culling time and the total frame time by a factor of 4X and 2X respectively.
Authored by Last updated on 05/03/2019 - 13:48
Blog post

Let's Render Some Foliage

This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Authored by Last updated on 05/03/2019 - 14:19
Blog post

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Authored by Last updated on 05/03/2019 - 14:50
Article

GPU-Quicksort in OpenCL 2.0: Nested Parallelism and Work-Group Scan Functions

Introduction A Brief History of Quicksort
Authored by Robert I. (Intel) Last updated on 05/31/2019 - 14:20
Article

Sierpiński Carpet in OpenCL* 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0

Authored by Robert I. (Intel) Last updated on 05/31/2019 - 14:20
Article

Tutorial: Using Intel® GPA to improve the performance of your Android* game

This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of the application is done using the Intel® Graphics Performance Analyzers (Intel® GPA) tool suite.
Authored by Trapper McFerron (Intel) Last updated on 05/03/2019 - 14:18
Article

Archived - Create a Virtual Joystick Using the Intel® RealSense™ SDK Hand Cursor Module

This article provides sample code and instructions for creating a virtual joystick app that incorporates the new Hand Cursor Module in the Intel® RealSense™ SDK and a third-party virtual joystick device driver called vJoy*. Build it yourself - everything you need is here!
Authored by Bryan B. (Intel) Last updated on 12/13/2018 - 14:15
Article

API without Secrets: Introduction to Vulkan* Part 0: Preface

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
Authored by Pawel L. (Intel) Last updated on 07/03/2019 - 11:50