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使用现代 C++ 技术增强多核优化

如今,多核处理器已经在 PC 中普及,内核数量不断增长,软件工程师必须适应这种情况。通过学习如何处理潜在的性能瓶颈和并发性问题,工程师可以使他们的代码适应未来,以无缝处理添加到消费者系统的额外内核。
Authored by Last updated on 08/02/2018 - 00:18
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在英特尔平台上执行大规模 3D 重建

大规模动态重建是一项基础性技术,与位置跟踪结合使用可帮助创建高端 VR 和 AR 体验。在英特尔 CPU 和显卡平台上,通过适当的优化和分区,可以实现高分辨率动态重建。避撞和虚拟对象放置是大规模动态重建的两个主要用例
Authored by Prasanna Krishnaswamy (Intel) Last updated on 01/06/2019 - 22:32
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Unreal Engine* 4/英特尔® VTune™ Amplifier 使用指南

在 Unreal Engine* 4.19 中,英特尔® 软件工程师使用 Unreal* 添加了对英特尔 Vtune Amplifier 仪器和跟踪技术 (ITT) 标记的支持。本指南向用户展示了如何利用新的集成技术在英特尔 VTune Amplifier 2018 UI 中生成 Unreal Engine 4 (UE4) 的注释痕迹。
Authored by Jeff Rous (Intel) Last updated on 02/05/2019 - 10:48
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Using Modern C++ Techniques to Enhance Multi-core Optimizations

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are added to consumer systems.
Authored by Last updated on 07/06/2018 - 11:30
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Unreal Engine* 4/Intel® VTune™ Amplifier Usage Guide

In Unreal Engine* 4.19, Intel® software engineers worked with Unreal* to add support for Intel VTune Amplifier instrumentation and tracing technology (ITT) markers. This guide shows the user how to take advantage of the new integration to generate annotated traces of Unreal Engine 4 (UE4) inside the Intel VTune Amplifier 2018 UI.
Authored by Jeff Rous (Intel) Last updated on 05/02/2019 - 11:21
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英特尔软件工程师帮助实施 Unreal Engine* 4.19 优化

多数游戏未针对 CPU 进行优化,这使得 PC 性能得不到充分发挥。英特尔的 Unreal Engine 4 工作旨在帮助开发人员使用该引擎释放游戏潜能,充分利用 PC 平台的所有 CPU 计算能力。
Authored by Garret Romaine Last updated on 02/05/2019 - 11:00
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Large Scale 3d Reconstruction on Intel Platforms

Large scale dynamic reconstruction is a foundational technology along with positional tracking to enable high end VR and AR experiences. It is possible to achieve dynamic reconstruction at high resolutions with the right optimizations and partitioning on Intel CPU and graphics platforms. Collision avoidance and virtual object placement are two lead use cases of large scale dynamic reconstruction
Authored by Prasanna Krishnaswamy (Intel) Last updated on 09/17/2018 - 16:07
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Parallel Techniques in Modeling Particle Systems Using Vulkan* API

This paper discusses and compares aspects of the implementation of a particle system using CPUs and GPUs supported by a Vulkan-based renderer example. The Vulkan* API is a collaborative effort by the industry to meet current demands of computer graphics. It is a new approach that emphasizes hiding the CPU bottleneck through parallelism, allowing much more flexibility in application structure....
Authored by admin Last updated on 12/31/2018 - 15:00
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Intel® Black Belt Software Developers, Intel® Software Innovators, & Intel® Student Ambassadors: March 2018

Intel® Developers and Innovators were bus

Authored by Warner, Elizabeth (Intel) Last updated on 06/24/2019 - 11:46
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Intel Software Engineers Assist with Unreal Engine* 4.19 Optimizations

Most games weren’t optimized for the CPU, which can leave a lot of PC performance sitting idle. Intel’s work with Unreal Engine 4 seeks to unlock the potential of games as soon as developers work in the engine, to fully take advantage of all the extra CPU computing power that a PC platform provides.
Authored by Garret Romaine Last updated on 05/02/2019 - 11:42