By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group
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.
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)...
Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
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.
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.
We have added a new simple SGEMM example to the Intel® SPMD Pro