Article

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
Authored by Kiefer Kuah (Intel) Last updated on 11/19/2019 - 11:10
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Authored by Juanbin L. (Intel) Last updated on 11/19/2019 - 14:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group

Authored by Alex Lopez-estrada (Intel) Last updated on 11/20/2019 - 08:28