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Using Intel® Streaming SIMD Extensions and Intel® Integrated Performance Primitives to Accelerate Algorithms

This paper examines how to use Intel® SSE to accelerate an image processing application, how to take advantage of it using compiler directives for optimal SIMD code generation, and how to employ Intel® IPP to fully exploit SIMD acceleration.
Authored by admin Last updated on 06/01/2017 - 11:20
Article

Optimization of Image Processing Algorithms: A Case Study

High quality image and video processing has become an important part in many professional and consumer applications. This article shares insights and methods gained during a shared work by HP* Labs and Intel on optimizing several imaging algorithms.
Authored by Last updated on 03/28/2019 - 11:56
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 Last updated on 01/24/2018 - 12:12
Article

Image Processing Acceleration Techniques using Intel® Streaming SIMD Extensions and Intel® Advanced Vector Extensions

This article details optimized implementations of data transformations and algorithms together with analysis comparing performance and providing speedup measurements for Intel® SSE optimized code and estimates for Intel® AVX optimized code.
Authored by Larsson, Petter (Blackbelt) Last updated on 05/25/2018 - 15:30
Article

Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Authored by Last updated on 08/30/2018 - 10:50
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

Fluid Simulation for Video Games (part 5)

This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
Authored by Last updated on 01/24/2018 - 12:12
Article

Multi-threading Line-of-Sight Calculations to Improve Sensory System Performance in Game AI

In this article, Alex Champandard describes how to accelerate Multi-threading Line-of-Sight calculations to improve AI sensory system performance through the concept of a centralized sensory system using a mini-game prototype AI Sandbox.
Authored by admin Last updated on 01/24/2018 - 15:35
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Authored by Juanbin L. (Intel) Last updated on 08/30/2018 - 10:47
Article

Fluid Simulation for Video Games (part 6)

This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
Authored by Last updated on 01/24/2018 - 12:12