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Software Occlusion Culling Figure 1

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth...

Threading Intel® Integrated Performance Primitives Image Resize with Intel® Threading Building Blocks

Threading Intel® IPP Image Resize with Intel® TBB.pdf (157.18 KB) :Download Now

 

Introduction

The Intel® Integrated Performance Primitives (Intel® IPP) library provides a...

Fluid Simulation for Video Games (part 3)

Published on May 30, 2012, updated September 12, 2014

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.

Morphological Antialiasing (MLAA)

Published on August 15, 2012

MLAA is an image-based, post-process filtering technique which identifies discontinuity patterns and blends colors in the neighborhood of these patterns to perform effective anti-aliasing.

Fluid Simulation for Video Games (part 9)

Published on May 30, 2012

This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.

Fluid Simulation for Video Games (Part 8)

Published on May 30, 2012

This is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises.

Fluid Simulation for Video Games (part 4)

Published on May 30, 2012

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.

Download Optimizing with Intel® TBB

Published on February 9, 2012

Sample code for "Optimizing with TBB" download page

Optimizing Game Architectures with Intel® Threading Building Blocks

Published on February 9, 2012

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.

Tasking Update

Published on December 20, 2011

Update provides two new backends to the Task Manager API and allows runtime switching between them.

"The system cannot find the path specified" when building samples using Intel® Threading Building Blocks

Published on September 12, 2011

The post-build copy step of Intel® Threading Building Blocks in certain product samples fails in Microsoft Visual C++ 2010*.

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