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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

Building POV-Ray* with Intel® C++ Compiler

Introduction Version information
Authored by Jennifer J. (Blackbelt) Last updated on 03/27/2019 - 11:11
Article

Maximizing Performance with Fine-Grained Parallelism

Implementing functional decomposition in games to get the most performance from the processor

By Andrew Binstock

Authored by admin Last updated on 05/25/2018 - 15:30
Article

Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Authored by Last updated on 08/01/2019 - 09:30
Article

Some tips for POV-Ray*

I have summarized some experiences on how to download and build POV-Ray* projects here for future use.Several links for POV-Ray

Authored by Last updated on 03/27/2019 - 11:14
Article

Conserving Active Power

This article presents techniques to optimize applications to save power during active use. These techniques include multi-threading, batching of I/0 accesses, and reducing memory bandwidth. Some of the techniques are applicable for general program usage.
Authored by Judy Hartley (Intel) Last updated on 03/12/2019 - 11:55
Article

Ultrabook™ and Tablet Windows* 8 Sensors Development Guide

This guide provides developers with an overview of the Windows 8* sensors application programming interfaces (APIs) for Desktop and Metro style applications with a specific focus on the various sensor capabilities available in Windows 8 Desktop mode.
Authored by Gael H. (Blackbelt) Last updated on 12/20/2018 - 09:50
Article

Microsoft DirectCompute on the 2nd Generation Intel® Core™ Processor

This is the second and last part of the Microsoft DirectCompute series. This article covers programming DirectCompute with Microsoft DirectX* 10–class graphics processors, while the previous article focused on Microsoft DirectX 11–class hardware.
Authored by Last updated on 05/03/2019 - 14:49
Article

IVB Atmospheric Light Scattering

1. Introduction
Authored by admin Last updated on 05/03/2019 - 13:48
Blog post

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

Authored by Last updated on 05/28/2018 - 18:28