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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

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

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.
Authored by Juanbin L. (Intel) Last updated on 08/30/2018 - 10:47
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

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.
Authored by admin Last updated on 01/24/2018 - 12:12
Article

Sample Tweaker: Ocean Fog

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.
Authored by Jeff Laflam (Intel) Last updated on 01/24/2018 - 12:12
Article

A Performance Optimization Study for the DreamWorks Animation Fluid Solver

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.
Authored by Charles Congdon (Intel) Last updated on 01/28/2019 - 14:13
Article

英特尔® 酷睿™ 处理器显卡快速参考指南

英特尔显卡当前快速参考指南。
Authored by ROLAND H. (Intel) Last updated on 03/10/2019 - 21:33
Article

样本优化:海雾

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.
Authored by Jeff Laflam (Intel) Last updated on 01/24/2018 - 12:12
Article

Optimizing Puzzle Touch (Casual Game)

by Erica J Mceachern and Manuj R Sabharwal

Authored by Last updated on 03/27/2019 - 09:47
Blog post

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Authored by Last updated on 01/16/2019 - 10:14
Article

Cars, Boats and Planes: Optimizing Sonic & All-Stars Racing Transformed for Ultrabook™ PCs with Touch and Sensors

by Brad Hill and Leigh Davies.

Authored by Last updated on 12/20/2018 - 09:48