Using Intel® Streaming SIMD Extensions and Intel® Integrated Performance Primitives to Accelerate Algorithms

This paper examines how to use Intel® SSE to accelerate an image processing application, how to take advantage of it using compiler directives for optimal SIMD code generation, and how to employ Intel® IPP to fully exploit SIMD acceleration.
Authored by admin Last updated on 06/01/2017 - 11:20

Intel® Professional Edition Compilers 11.1 Fixes List

This page lists fixes that have been made in Intel Professional Edition Compilers 11.1.
Authored by Elizabeth S (Intel) Last updated on 05/25/2018 - 15:30

Optimizing Kingsoft's JX3 Online* Using Intel® Graphics Performance Analyzers

Kingsoft made extensive use of Intel® Graphics Performance Analyzers (Intel® GPA) to craft their latest release of JX3 Online*, a 3D MMORPG. This article describes the steps Kingsoft used that led to a measured 2.1x increase in frames per second.
Authored by Sheng G. (Intel) Last updated on 06/07/2017 - 09:08

Consistency of Floating-Point Results using the Intel® Compiler

Tradeoffs between floating-point accuracy, reproducibility and performance. Updated for Intel® Compiler version 19.
Authored by Martyn Corden (Intel) Last updated on 12/19/2018 - 11:49

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Authored by Last updated on 01/24/2018 - 12:12

Image Processing Acceleration Techniques using Intel® Streaming SIMD Extensions and Intel® Advanced Vector Extensions

This article details optimized implementations of data transformations and algorithms together with analysis comparing performance and providing speedup measurements for Intel® SSE optimized code and estimates for Intel® AVX optimized code.
Authored by Larsson, Petter (Blackbelt) Last updated on 05/25/2018 - 15:30

An unsuccessful attempt to compare PVS-Studio (VivaMP) and Intel C/C++ ("Parallel Lint")

Absence of sufficient information about "Parallel Lint" restrained the author's abilities and the article turned out to be just a preliminary variant of the comparison.
Authored by Andrey Karpov (Blackbelt) Last updated on 06/14/2017 - 13:07

Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Authored by Last updated on 08/30/2018 - 10:50

Evaluation of Cilk++ as a platform for multi-core numeric computation

Posted by Ilya Mirman originally on on Thu, Apr 16, 2009

Authored by Last updated on 06/14/2017 - 13:01

Cilk++ Sets World Record for Crypto Hash Function Throughput

by Ilya Mirman
Authored by Last updated on 06/14/2017 - 13:02