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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

Intel® IPP - Library dependencies by domain

IPP demain dependencies.
Authored by admin Last updated on 07/31/2019 - 14:30
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

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

Intel® Processor Graphics

Intel® Processor Graphics is updated in distinct generations. This page discusses Intel® Processor Graphics in detail, has the latest Intel Graphics Developer's Guide, along with previous generations of Intel Graphics Developer's Guides.
Authored by admin Last updated on 05/29/2019 - 13:35
Article

Tasking Update

Update provides two new backends to the Task Manager API and allows runtime switching between them.
Authored by admin Last updated on 05/03/2019 - 14:48
Article

How Intel® Graphics Performance Analyzers Help Unity* Empower the Masses

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

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
Authored by Kiefer Kuah (Intel) Last updated on 05/03/2019 - 15:54
Article

Fluid Simulation for Video Games (part 15)

This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.
Authored by Last updated on 08/30/2018 - 10:50