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 01/24/2018 - 12:12
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 08/30/2018 - 10:47
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 05/03/2019 - 15:54
Blog post

Software Occlusion Culling Update 2

Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Authored by Last updated on 05/03/2019 - 14:18
Article

Use the Intel® SPMD Program Compiler for CPU Vectorization in Games

Migrate highly vectorized GPU compute kernels to CPU code using the Intel® SPMD Program Compiler (commonly referred to in previous documents as ISPC). Includes a link to a Github code sample to help you utilize spare CPU cycles to create a richer gaming experience.
Authored by Jon Kennedy. (Intel) Last updated on 05/02/2019 - 16:12
Article

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

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 help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this article, you'll see how to quickly get started learning these new features.
Authored by admin Last updated on 05/21/2019 - 13:40
Blog post

What Can We Learn from the Intel SPMD Program Compiler?

We have added a new simple SGEMM example to the Intel® SPMD Pro

Authored by Stephen Junkins (Intel) Last updated on 07/30/2019 - 10:22