254 Matching Results

Epic Games Unreal Engine and Intel® Software Tools

Unreal Engine 4 from Epic Games is a revolutionary tool that helps game developers bring their visions to life.

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

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

Intel® Graphics Performance Analyzers: A Powerful Tool for Developers

Seth presents the Graphics Performance Analyzers, a set of powerful tools that help developers utilize the full performance potential of their platform.

Authored by Seth S. (Intel) Last updated on 08/07/2015 - 09:33
Blog post

Visualize this! Using Intel Parallel Studios in Game development

Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing.

Authored by artigupta (Intel) Last updated on 07/23/2015 - 13:59

The Serial On-Ramp to the Multicore Highway: Preparing to Parallelize Code

This article discusses how coding and optimization on-the-fly are opposed and how performance experts approach performance improvement. It explains how they systematically prepare their code for optimization and how the optimization process is done.
Authored by binstock Last updated on 07/23/2015 - 13:57

Sierpiński Carpet in OpenCL 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL 2.0

Authored by Robert I. (Intel) Last updated on 07/23/2015 - 13:28

Deferred Mode Image Processing Framework: Simple and efficient use of Intel® multi-core technology and many–core architectures with Intel® Integrated Performance Primitives

The bottleneck for nearly all image processing algorithms is memory bandwidth. Deferred Mode Image Processing (DMIP), available with Intel® Integrated Performance Primitives (Intel® IPP), provides an efficient software solution for this.
Authored by Igor Belyakov (Intel) Last updated on 07/21/2015 - 17:51

Accelerating Digital Multimedia Production with Hyper-Threading Technology

Authored by admin Last updated on 07/21/2015 - 11:55

Optimizing Without Breaking a Sweat

This article describes novel techniques developed to optimize DreamWork Animation's rendering, animation, and special effects applications without recompiling or relinking by preloading highly optimized libraries at run-time.
Authored by John O (Intel) Last updated on 07/21/2015 - 11:55

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 Dr. Michael J. Gourlay Last updated on 07/21/2015 - 11:55
For more complete information about compiler optimizations, see our Optimization Notice.