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How to make a pipeline with an Intel® Threading Building Blocks flow graph

The Intel® Threading Building Blocks ( Intel® TBB ) flow graph is fully supported in Intel TBB 4.0.

Authored by Michael V. (Intel) Last updated on 08/01/2019 - 09:30
Article

Link your Project to MKL libraries

Introduction

How to link your project to MKL libraries, linking tips for MKL libraries, and Intel® Math Kernel Library compiler issues.

 

Authored by Fiona Z. (Intel) Last updated on 09/04/2017 - 21:58
Article

Use Intel® Compilers Successfully for 64-Bit Intel® Architecture

Challenge
Authored by admin Last updated on 07/11/2018 - 18:35
Article

How to link to Intel® IPP for macOS* Libraries in an Application

This document provides information on how to use Intel® IPP in Xcode and command line.
Authored by Ying H. (Intel) Last updated on 07/31/2019 - 14:30
Article

How to debug a Windows* Fortran application from the command line

Describes how to debug a Windows Fortran application that was built from the command line.
Authored by admin Last updated on 12/12/2018 - 19:55
Article

Using Intel® MKL in your Python* program

Some instructions and a simple example showing how to call Intel® MKL from Python*,
Authored by TODD R. (Intel) Last updated on 12/10/2018 - 13:29
Article

How to Build an Intel® MKL Application with Intel® Visual Fortran Compiler

This document describes the steps to build an Intel® MKL application with Intel® Visual Fortran Compiler XE for Windows* OS integrated with Microsoft Visual Studio* 2017
Authored by Ying H. (Intel) Last updated on 05/17/2019 - 13:12
Article

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
Article

Fluid Simulation for Video Games (part 5)

This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
Authored by Last updated on 01/24/2018 - 12:12
Article

Fluid Simulation for Video Games (part 6)

This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
Authored by Last updated on 01/24/2018 - 12:12