Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
IPP demain dependencies.
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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.
I have summarized some experiences on how to download and build POV-Ray* projects here for future use.Several links for POV-Ray
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.
Update provides two new backends to the Task Manager API and allows runtime switching between them.
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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)...
This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.