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Blog post

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

Authored by Last updated on 05/28/2018 - 18:28
Blog post

TouchDesigner / Interview with Jarrett Smith and Ben Voigt

Authored by Audri Phillips Last updated on 07/03/2019 - 20:08
Blog post

New Book: Multithreading for Visual Effects

Several authors from DreamWorks Animation, Pixar, Side Effects, AMD and Intel got together to write a book based on the Siggraph 2013 course on Multithreading in Visual Effects.

Authored by James R. (Blackbelt) Last updated on 07/26/2019 - 07:56
Blog post

The Console Markets Dirty Little Secret

I'm always baffled by double standards; and with what's occurred in the Console industry over the past few years has been no exception. 

Authored by Last updated on 05/28/2018 - 18:28
Article

SGEMM for Intel® Processor Graphics

Introduction

General Matrix Multiply

cl_intel_subgroups Extension

Authored by Last updated on 05/17/2019 - 12:00
Article
Blog post

MICRO48-Tutorial on Intel® Processor Graphics: Architecture and Programming

In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...
Authored by Last updated on 07/04/2019 - 17:22
Video
Article

SPIR-V is a better SPIR with Intel® OpenCL™ Code Builder

Download the pdf version of the article

Authored by Robert I. (Intel) Last updated on 07/08/2019 - 14:19
Article

OpenCL™ Out-of-Order Queue on Intel® Processor Graphics

This paper details the implementation of out of order queues, an OpenCL™ construct that allows independent kernels to execute simultaneously whenever possible, and thus keep all GPU assets fully utilized.
Authored by Danyu Bi (Intel) Last updated on 05/31/2019 - 14:20