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Ultrabook Part 2: Intel® VTune™ Amplifier XE 2011 with Windows 8* and Visual Studio* 2012 RC

As I continue to explore different Ultrabook capabilities, in this blog I decided to look into a powerful threading and performance optimization tool for C/C++, .NET, and FORTRAN developers who nee

Authored by Jules Alfani (Intel) Last updated on 11/15/2016 - 14:18
Blog post

Introducing Intel Ultrabook™ – Part One

In all my years in college I have used a laptop PC. Recently, I’ve been tempted to get a MacBook Air Pro because of its light-weight and stylish look.

Authored by Jules Alfani (Intel) Last updated on 11/15/2016 - 14:18
Blog post

Have your cake and eat it too - part 2

In the first part of this article I described how you can “have your cake and eat it too” with respect to programm

Authored by jimdempseyatthecove Last updated on 11/15/2016 - 14:18
Blog post

Dynamic Resolution Rendering at the Develop Conference in Brighton, UK

I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK.
Authored by Last updated on 10/20/2016 - 16:19
Blog post

Another Gaming and Graphics Sample: Coming to a download near you!

I want to pre-announce another sample that will soon be available on ISN for download, certainly either during or right after GDC.

Authored by philip-taylor (Intel) Last updated on 10/20/2016 - 16:19
Article

SOA Cloth Simulation with 256-bit Intel® Advanced Vector Extensions (Intel® AVX)

This white paper describes a code sample that uses Intel® AVX for computing mesh-based cloth simulation. A structure of arrays (SOA) implementation is used to maximize data parallelism enabling usage of 256-bit (8 float) SIMD processing. Code is provided.
Authored by Stan Melax (Intel) Last updated on 09/28/2016 - 16:08
Article

Dynamic Resolution Rendering Article

The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
Authored by Last updated on 09/28/2016 - 16:08
Article

Onloaded Shadows: Moving Shadow Map Generation from the GPU to the CPU

In many games the sun moves very slowly, which means shadow maps for static objects don't have to be done on a per-frame basis. Onloaded Shadows uses WARP to asynchronously generate shadows and distribute copy overhead across several frames.
Authored by admin Last updated on 09/28/2016 - 15:57
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