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SSE2 Optimization - OpenGL Data Stream Case Study

Introduction
Authored by admin Last updated on 01/24/2018 - 12:12
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Simulation without a Simulator

by Sergey N. Zheltov and Stanislav V. Bratanov

Authored by Sergey Zheltov (Intel) Last updated on 01/24/2018 - 12:12
Article

Multi-threaded Rendering and Physics Simulation

by Rajshree Chabukswar, Adam T. Lake, and Mary R. Lee, Intel® Software Solutions Group

Authored by Adam Lake (Intel) Last updated on 01/24/2018 - 12:12
Article

Simulating Cloth for 3D Games

At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of...
Authored by Last updated on 01/24/2018 - 12:12
Article

Creating a Particle System with Streaming SIMD Extensions

by William Damon

Authored by Last updated on 01/24/2018 - 12:12
Article

An Introduction to Neural Networks with an Application to Games

by Dean Macri Introduction
Authored by Last updated on 01/24/2018 - 12:12
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Authored by Last updated on 01/24/2018 - 12:12
Article

Using NURBS Surfaces in Real-time Applications

Alternatives to Polygonal Models
Authored by Last updated on 01/24/2018 - 12:12
Article

Open Source Game Development

The intent of this paper is to go over a few of the most common open source game engines and show how Intel tools and technologies can bring goodness to open source game development by getting the best possible performance out of these engines.
Authored by admin Last updated on 01/24/2018 - 12:12
Article

The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores

While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
Authored by admin Last updated on 01/24/2018 - 12:12
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