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Optimizations for MSC.Software SimXpert* using Intel® Threading Building Blocks (Intel® TBB)

MSC.Software SimXpert* is a fully integrated simulation environment for performing multidiscipline based analysis with a graphical interface designed to facilitate the end-to-end simulations. This article describes the threading of SimXpert.
Authored by Last updated on 08/01/2019 - 09:30
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利用英特尔® 线程构建模块(英特尔® TBB)优化 MSC. Software SimXpert*

MSC.Software SimXpert* is a fully integrated simulation environment for performing multidiscipline based analysis with a graphical interface designed to facilitate the end-to-end simulations. This article describes the threading of SimXpert.
Authored by Last updated on 08/01/2019 - 09:30
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Intel® HD Graphics and Intel® Iris™ and Iris™ Pro Graphics parts are some of the most commonly used graphics solutions in PCs worldwide. By following the advice on these pages and using the tools we provide, you'll ensure that your game is able to be enjoyed by millions of gamers. We want you to be successful
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CERTIFACE 3D e Intel combatem fraudes em compras on-line

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Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
Authored by Pawel L. (Intel) Last updated on 07/03/2019 - 11:50
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This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:08
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API without Secrets: Introduction to Vulkan* Part 2: Swap Chain

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Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00
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API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 01/02/2019 - 12:40
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This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00