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MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
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  • Dynamic Resolution Rendering Article

    The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
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  • Threaded Crowd Simulation with Collision Avoidance

    Strategy & arcade genre games have small unit counts due to processing overhead. In Colony, we show how that overhead can be minimized with threading on the CPU and we show how to architect multi-threaded collision avoidance.
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  • Scalable Ambient Effects

    Fireflies demonstrates scalable ambient effects. In this sample, thousands of fireflies scatter, flock, and return to settle & form a walking character. The ambient effect uses simple AI that includes flocking & collision avoidance with terrain & trees.
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  • Comparing Shadow Mapping Techniques with Shadow Explorer

    Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.
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  • SOA Cloth Simulation with 256-bit Intel® Advanced Vector Extensions (Intel® AVX)

    This white paper describes a code sample that uses Intel® AVX for computing mesh-based cloth simulation. A structure of arrays (SOA) implementation is used to maximize data parallelism enabling usage of 256-bit (8 float) SIMD processing. Code is provided.
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  • Intel® Advanced Vector Extensions
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  • TickerTape Part 2

    Ticker Tape is a tech demo that showcases complex particle movement using aerodynamic calculations such as lift & drag while utilizing an n-way threaded framework and SIMD optimizations. This article describes the performance gain from implementing SSE.
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  • Do-it-yourself Game Task Scheduling

    Intel® Threading Building Blocks (Intel® TBB) is used to efficiently spread work over threads. Nulstein, as described in this article, is a simple and memory effective method for implementing task scheduling that can be adapted to most game platforms.
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  • Using Tasking to Scale Game Engine Systems

    Get the most out of hardware, and scale efficiently using Tasking. Tasking decouples algorithmic parallelism from implementation, allowing games to scale to ‘N’ cores.
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