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Architecture of a Real-Time Ray-Tracer

Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands

Authored by Last updated on 05/03/2019 - 15:34
Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Authored by Adam Lake (Intel) Last updated on 05/03/2019 - 16:02
Article

Z Fighting Code Sample

This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
Authored by Last updated on 07/07/2019 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

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

Authored by Alex Lopez-estrada (Intel) Last updated on 01/24/2018 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

Authored by Nguyen, Khang T (Intel) Last updated on 08/30/2018 - 13:35
Article

Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time

by Steve Pitzel and Clint Taylor

It Looks Good, but It Runs Like a Slug

 

Authored by Last updated on 01/24/2018 - 12:12
Article

Threaded Cross-Platform Game Development

Parallel execution is key to achieving high performance gaming on modern processors, which are increasingly moving to multi-core.
Authored by Last updated on 01/24/2018 - 12:12
Article

Carry Small, Game Large

Authored by Last updated on 05/09/2019 - 13:08
Article

Ocean Fog using Direct3D* 10

Introduction
Authored by Last updated on 01/24/2018 - 12:12
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Authored by admin Last updated on 01/24/2018 - 12:12