Article

Interactive Geometric Sound Propagation and Rendering

This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
Authored by admin Last updated on 01/02/2019 - 12:48
Article

Case Study: Parallelizing a Recursive Problem with Intel® Threading Building Blocks

Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
Authored by Louis F. (Intel) Last updated on 07/10/2019 - 16:59
Blog post

Introduction to Embree 2.1 - Part 1

This is part of a series of blogs on Embree, a collection of high performance ray tracing kernels. Embree has been released open source since version 1.0.

Authored by Louis F. (Intel) Last updated on 08/02/2019 - 17:30
Article

Multi-Adapter Support in DirectX* 12

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
Authored by admin Last updated on 05/03/2019 - 16:13
Article

Tutorial: Migrating Your Apps to DirectX* 12 – Part 5

As an important part of the DirectX 12design objective, multi-threading is an optimization solution worthwhile to try for every applications that are CPU-bound with CPU workload that can be parallelized among multiple threads. DirectX 12 API provides good multi-threading support. Through appropriate migration, single-threaded applications can be parallelized to make full use of the hardware...
Authored by admin Last updated on 05/03/2019 - 13:48
Article

Using Vulkan* Graphics API to Render a Cloud of Animated Particles in Stardust Application

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different region of a vertex buffer so that each draw could be a unique piece of geometry.
Authored by Last updated on 03/28/2019 - 09:57
Article

Intel Solutions and Technologies for the Evolving Data Center

  One Stop for Optimizing Your Data Center From AI to Big Data to HPC: End-to-end Solutions
Authored by admin Last updated on 07/06/2019 - 16:40
Blog post

Autodesk University Shows How Intel Technology Powers 3D Design & Engineering Software

At the Autodesk University event in Las Vegas, November 14-16, civil and commercial/industrial designers and manufacturers who use Autodesk software came together to see The Future of Making Things.
Authored by Tim Allen. (Intel) Last updated on 03/21/2019 - 12:08
Article

Get Started with Intel® SDK for OpenCL™ Applications 2019 on Windows* OS

1. Overview

Authored by MICHAEL C. (Intel) Last updated on 12/13/2018 - 13:56
Article

Get Started with Intel® SDK for OpenCL™ Applications 2019: Core Concepts

Learn core concepts of developing OpenCL™ applications with Intel® SDK for OpenCL™ Applications 2019.
Authored by MICHAEL C. (Intel) Last updated on 07/06/2019 - 19:41