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

Authored by admin
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. Last updated on 04/18/2014 - 11:30

Ensuring the Benefits of Zone Rendering with Intel® Extreme Graphics

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Last updated on 08/14/2012 - 22:21

Creating a Particle System with Streaming SIMD Extensions

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by William Damon

Last updated on 08/13/2013 - 13:48

Intel® Threading Tools Boost Performance for CPU Cycle-Hungry Digital Artists

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by Geoff Koch

Introduction

Intel® Threading Tools help Autodesk optimize its Maya* digital software. Find out more in this case study.

Last updated on 07/30/2013 - 16:37

An Overview of Procedural Fire

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How to model procedurally spreading fire Last updated on 06/02/2014 - 11:06

A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader

Authored by admin

By Mike Krazanowski

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Last updated on 07/31/2013 - 10:01

Boost Game Performance With Threads

Authored by admin

How to use functional decomposition to get better performance by using all your processor cores-while making only small changes to your existing code.

Andrew Binstock

Last updated on 07/31/2013 - 08:02

An Overview of How to Accurately Model Procedurally Spreading Fire

Authored by Hugh Smith (Intel)
The Smoke demo, which highlights the scalability of a multi-threaded game engine architecture, includes a novel approach for creating procedural fire. In this article we describe the mechanism used to create realistic fire and an additional water effect. Last updated on 07/31/2013 - 10:39

Interview with Bill Westenhofer

Authored by RITIKA A.

Two-time Oscar winner Bill Westenhofer joins Steve Waskul in this discussion about visual effects, recent events, and the impact of SIGGRAPH and technology.

Last updated on 09/10/2013 - 12:18