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Epic Games’ Unreal Engine* Gets Faster, Faster with Intel® Graphics Performance Analyzers

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Authored by admin Last updated on 07/06/2016 - 05:08
Article

F1* 2015 Goes to the Next Level of Realism on the PC

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’...
Authored by Leigh D. (Intel) Last updated on 07/06/2016 - 05:08
Article

Eliminación de problemas de sincronización entre la CPU y la GPU en Galactic Civilizations* 3

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.
Authored by raja.bala Last updated on 07/06/2016 - 05:08
Article

Fluid Simulation for Video Games (part 3)

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.
Authored by Dr. Michael J. Gourlay Last updated on 07/06/2016 - 05:08
Article

使用英特尔® XDK 开发 HTML5 游戏 - 第 11 部分

创建点心

本教程将介绍如何创建“点心”。

学习目标

学完本课程后,

您将了解:

点心如何定位

您将能够:

Authored by Alex L. (Intel) Last updated on 07/06/2016 - 05:08
Article

Developing HTML5 Games with the Intel® XDK - Part 7

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.

Authored by Alex L. (Intel) Last updated on 07/06/2016 - 05:08
Article

Adaptive Transparency

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...
Authored by Marco Salvi (Intel) Last updated on 07/06/2016 - 05:08
Article

Layered Reconstruction for Defocus and Motion Blur

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...
Authored by Jacob Munkberg (Intel) Last updated on 07/06/2016 - 05:08
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