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.
Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
This paper describes how we successfully optimized an existing graphics demo, named Ocean Fog, for our latest processors with Intel® Processor Graphics to achieve a 4x performance boost. Performance analysis was done using Intel® GPA.
While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
This paper describes how we successfully optimized an existing graphics demo, named Ocean Fog, for our latest processors with Intel® Integrated Graphics to achieve a 4x performance boost. Performance analysis was done using Intel® GPA.
by Erica J Mceachern and Manuj R Sabharwal
How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Cars, Boats and Planes: Optimizing Sonic & All-Stars Racing Transformed for Ultrabook™ PCs with Touch and Sensors
by Brad Hill and Leigh Davies.