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Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Authored by JOHN V. (Intel) Last updated on 11/17/2016 - 19:28
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Real-time Shadow Casting Using Shadow Volumes

by Jason Bestimt & Bryant Freitag

Authored by Last updated on 10/20/2016 - 16:19
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Voxel-Based Graphics on Intel Architectures

by Vittorio Accomazzi - Cedara Software Corporation

Authored by Last updated on 09/28/2016 - 16:08
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Geospatial Texture Streaming From Slow Storage Devices

June 2008© 2008, Id Software, Inc.

 

Authored by admin Last updated on 09/28/2016 - 16:08
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Multi-Core Simulation of Soft-Body Characters using Cloth

Soft-body physics is an increasingly popular feature in videogames. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques.
Authored by Brad Werth (Intel) Last updated on 09/28/2016 - 16:08
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Real-Time Texture Streaming & Decompression

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Authored by admin Last updated on 09/28/2016 - 15:57
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Real-Time Shadow Maps on Mainstream Graphics Hardware

Abstract
Authored by Deleted User Last updated on 09/28/2016 - 15:57
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Optimized CPU-based Skinning for 3D Games

Authored by Leigh D. (Intel) Last updated on 09/28/2016 - 15:57
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MMX™ Technology Manuals and Application Notes

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Authored by admin Last updated on 09/28/2016 - 15:57
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The 3D Production Pipeline for Games: Getting it There

The Challenge of Animating the Artist's Dream

Authored by Steve Pitzel (Intel) Last updated on 09/28/2016 - 15:57
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