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F1 2015 leads the industry in showing how a modern CPU can be used to improve a game’s audio and visuals. Balancing the load between the CPU and GPU can bring better visuals to a game without a corresponding need to upgrade the GPU. Through the use of a CPU-based particle system, Codemasters was able to add visuals that complemented the other work performed on F1 2015 that improved the cars’...
Galactic Civilizations* 3 is a turn-based 4X strategy game recently released by Stardock Entertainment. This article describes how Intel® Graphics Performance Analyzer's (GPA) Platform Analyzer was used to improve the game's performance by finding and removing several CPU-GPU sync stalls that had caused a loss of parallelism between the CPU and GPU.
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Positioning The Snake
In this tutorial you will continue the implementation of the main scene in the game with a focus on the coordinate system.
We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality rendering. We extend previous work on real-time...
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