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Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions

This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Authored by admin Last updated on 05/03/2019 - 14:39
Blog post

Solitude and Zombies: Waking up to a New Gaming Industry

 

Authored by Roger Chandler (Intel) Last updated on 06/11/2019 - 21:22
Article

Implementation of Fast Fourier Transform for Image Processing in DirectX* 10

Updated DirectX* 11 Sample Available!!!
Authored by Raghu Muthyalampalli (Intel) Last updated on 05/25/2018 - 15:30
Article

Designing the Framework of a Parallel Game Engine

How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Authored by Last updated on 12/12/2018 - 18:00
Blog post

Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

P = C * V^2 * (a * f)

Authored by Last updated on 05/09/2019 - 22:55
Article

3D Modeling and Parallel Mesh Simplification

3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
Authored by admin Last updated on 12/31/2018 - 15:00
Article

Mobile Graphics Developer's Guides

 

Authored by admin Last updated on 05/09/2019 - 17:00
Article

How Intel® Graphics Performance Analyzers Help Unity* Empower the Masses

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Authored by admin Last updated on 05/25/2018 - 15:30
Blog post

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Authored by Last updated on 05/03/2019 - 14:50
Blog post

Full-screen DirectX* desktop apps using the Flip Presentation Model

I've been messing around with the new Flip Presentation Model introduced in Windows* 8 (and on Windows* 7, with the Platform Update).  I'll have

Authored by Last updated on 05/03/2019 - 14:40