Article

Optimizing Game Architectures with Intel® Threading Building Blocks

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.
Authored by Last updated on 11/20/2019 - 07:40
Article

Fluid Simulation for Video Games (part 17)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
Authored by Last updated on 05/29/2018 - 09:28
Article

Fluid Simulation for Video Games (part 18)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 18th in the fluid simulation for games series—describes how to render a fluid surface.
Authored by admin Last updated on 05/29/2018 - 09:20
Article

Sierpiński Carpet in OpenCL* 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0

Authored by Robert Ioffe (Intel) Last updated on 11/20/2019 - 07:28
Article

The Generic Address Space in OpenCL™ 2.0

Introduction What is the Generic Address Space?
Authored by Adam Lake (Intel) Last updated on 11/19/2019 - 15:18
Article

Using OpenCL™ 2.0 Read-Write Images

While Image convolution is not as effective with the new Read-Write images functionality, any image processing technique that needs be done in place may benefit from the Read-Write images. One example of a process that could be used effectively is image composition. In OpenCL 1.2 and earlier, images were qualified with the “__read_only” and __write_only” qualifiers. In the OpenCL 2.0, images can...
Authored by Last updated on 11/19/2019 - 14:05