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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 11/16/2015 - 15:32

CPU-Bound Offline Analysis with Intel® Graphics Performance Analyzers (GPA) - Platform Analyzer

Intel® Graphics Performance Analyzers (Intel® GPA) Platform Analyzer visualizes the execution profile of the tasks in your code on the entire platform over time, on both the CPU and GPU. This helps you understand task-based issues within your game, enabling you to optimize the compute and rendering tasks across both the CPU and GPU. Intel GPA Platform Analyzer uses trace data collected during the...
Authored by praveen-kundurthy (Intel) Last updated on 11/11/2015 - 09:26

Performance Considerations for Resource Binding in Microsoft DirectX* 12

Wolfgang Engel, CEO of Confetti, describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs, folowing the release of Windows* 10 and the 6th generation Intel® Core™ processor family (code-name Skylake).
Authored by admin Last updated on 10/12/2015 - 16:41

Implementing Sierpiński Carpet in OpenCL 2.0

In this short video you will learn about implementing Sierpinski Carpet Kernel in OpenCL 2.0.

Authored by Jerry Makare (Intel) Last updated on 08/24/2015 - 23:31

Optimizing an Augmented Reality Pipeline using Intel® IPP Asynchronous

Using Intel® GPUs to Optimize the Performance and Power Consumption of Total Immersion's D'Fusion* Augmented Reality Pipeline

Authored by Michael Jeronimo (Intel) Last updated on 07/21/2015 - 11:55

Optimizing Android* Game mTricks Looting Crown on the Intel® Atom™ Platform

When you start to optimize a game, first determine where the application bottleneck is. Intel GPA can help you do this with some powerful analytic tools.If your game is CPU bound, then Intel VTune Amplifier is a helpful tool. If your game is GPU bound, then you can find more detail using Intel GPA.To fix GPU bottlenecks, you can try to find an efficient way of reducing draw calls, polygon count,...
Authored by Tai Ha (Intel) Last updated on 04/01/2015 - 10:26

GPU-Quicksort in OpenCL 2.0

In this short video you can learn how to implement GPU Quicksort in OpenCL 2.0

Authored by Jerry Makare (Intel) Last updated on 10/23/2014 - 14:27

Using Intel® Graphics Performance Analyzers to Optimize Splinter Cell*: Blacklist*

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Authored by Brad Hill (Intel) Last updated on 12/05/2013 - 09:31

Multithreading the Rendering Pipeline for 3D Model Animation

Authored by David Bookout (Intel) Last updated on 08/06/2013 - 13:07
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