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Simple Optimizations of OpenCL™ Code
By Vadim Kartoshkin (Intel)Posted 11/27/20132
Simple Optimizations sample demonstrates simple ways of measuring the performance of OpenCL™ kernels in an application. It describes basics of profiling and important caveats like having dedicated “warming” run. It also demonstrates several simple optimizations, some of optimizations are rather C...
Bitonic Sorting
By Vadim Kartoshkin (Intel)Posted 11/27/20130
Demonstrates how to implement an efficient sorting routine with the OpenCL™ technology that operates on arbitrary input array of integer values. The sample uses properties of bitonic sequence and principles of sorting networks and enables efficient SIMD-style parallelism through OpenCL vector dat...
HDR Tone Mapping for Post Processing Using OpenCL™ Technology
By Vadim Kartoshkin (Intel)Posted 11/27/20130
The Tone Mapping sample demonstrates how to use high dynamic range (HDR) rendering with tone mapping effect with the OpenCL™ technology.
HDR Rendering with God Rays Using OpenCL™ Technology
By Vadim Kartoshkin (Intel)Posted 11/27/20130
This sample demonstrates a CPU-optimized implementation of the God Rays effect, showing how to: Implement calculation kernels using the OpenCL™ technology C99 Parallelize the kernels by running several work-groups in parallel Organize data exchange between the host and the OpenCL device


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Ultrabook Part 2: Intel® VTune™ Amplifier XE 2011 with Windows 8* and Visual Studio* 2012 RC
By Jules Alfani (Intel)Posted 08/09/20123
As I continue to explore different Ultrabook capabilities, in this blog I decided to look into a powerful threading and performance optimization tool for C/C++, .NET, and FORTRAN developers who need to understand an application's serial and parallel behavior to improve performance and scalability...
Introducing Intel Ultrabook™ – Part One
By Jules Alfani (Intel)Posted 07/06/20125
In all my years in college I have used a laptop PC. Recently, I’ve been tempted to get a MacBook Air Pro because of its light-weight and stylish look. But, since starting at Intel, I’ve been able to explore and play with an Ultrabook and it has changed my mind completely. The reason is simple: Iv...
Ray Tracing, RenderMan, Radiosity, Antialiasing and Much, Much, More
By Randi Rost (Intel)Posted 04/06/20120
A Collection of Luminaries Earlier this week, I had the privilege to attend an uncommon event in the field of computer graphics and visualization. There were some 130 people in attendance including: People who have written or contributed to approximately 20 papers accepted for publication in the...
Baker's Dozen of Technical Papers and Blogs Published on Parallel Programming Community
By kathy-farrel (Intel)Posted 07/01/20110
There has been a significant flurry of activity in the Parallel Programming Community. Lots of new reading material in the past two weeks alone, not to mention the Gold version of OpenCL has been released. Download the SDK.More assorted technical papers on OpenCL from Intel Engineer Arnon Peleg a...
Media SDK 3.0 Beta
By eric-sardella (Intel)Posted 05/06/20110
Hey Media Developers! In case you may have missed it,  I wanted to let you know that the Intel Media SDK 3.0 beta is available for download here.    Version 3.0 of the Media SDK is designed to take advantage of Intel's next generation platforms, and this beta is providing an early opportunity to ...
Teaching Parallelism at SIGCSE 2011- See the booth demo videos, session talks, and professor interviews!
By Lauren Dankiewicz (Intel)Posted 05/02/20110
The Intel Academic Community had a fantastic time engaging with computer science educators at SIGCSE 2011! At SIGCSE, the Academic Community shared methodologies of teaching parallel programming to educators, including: - Game development, presented by ASU Polytechnic Campus: Use game demos to in...
Report on Film/Entertainment Industry in California and Upcoming Digital Art Events
By Audri PhillipsPosted 08/12/20100
When I went to what seemed like a much smaller Siggraph this year, (but that is another blog) a number of people were talking about the film/entertainment industry  here in California and how industry  jobs have been leaving for other states and countries for a variety of reasons.  At  Siggraph I...
Visualize this! Randy Trulson talks about Neuron games, Super Cortex engine and Diving Orb
By artigupta (Intel)Posted 06/21/20100
Welcome to another episode of Visualize this! the show where we talk about game development. My guest is Randell Trulson is founder and CEO of Neuron Games, Inc. He has worked as a developer for many years on everything from SCSI to GPS weapons systems before venturing into the field of game dev...
Visualize this! Tickertape a 3D particle system
By artigupta (Intel)Posted 03/22/20100
Welcome to another episode of Visualize this! the show where we talk about game development. My guest today is Quentin Froemke a software engineer at Intel. This is one of the episodes I streamed live from GDC San Francisco As always questions and feedback welcome, you can send it to Visualizeth...
Version 1.2 of the Smoke Tech Demo released for download
By artigupta (Intel)Posted 12/18/20091
As a lot of you probably already know, Smoke is a tech demo that showcases a framework to support n-way threading of game technologies. By properly threading a game it can have more accurate physics, smarter AI, more particles, and/or a faster frame-rate. Smoke demonstrates one way to achieve ...
SNB Launch, new SNB Samples, quick graphics samples roundup.
By philip-taylor (Intel)1
Intel just announced a Sandy Bridge page, which collects information on our new chip, both the CPU side and the GPU side. SNB is getting good reviews at Anands, Toms, and other key hardware review sites. The team I work on has contributed a set of graphics samples, helper code, and whitepapters to the SNB launch, and that content is hosted on this page. Two key SNB samples are: The Onloaded Shadows sample highlights a technique of using the software rasterizer, WARP, to run low-frequency tasks on the CPU since in many cases those cores are underutilized. The article runs through the technique and has good references. The code includes automated cascade generation and thus may be useful independent of the load balancing technique. And there is a video walkthrough. The AVX Cloth sample shows how to leverage the SIMD units on the CPU and get great performance. The article elaborates on the deep AVX SIMD voodoo involved, and with a little effort real performance wins are possible. Th...
FireFlies graphics sample
By Ganesh Kumar (Intel)1
Hi All, Checkout the FireFlies tech sample release here. You can get the binaries and enjoy the demo on your system, or get the source code to see how the sample was made, and try your mods on top of it. Cheers,-Ganesh Scalable Ambient Effects (Fireflies) Fireflies is a tech sample demonstrating a scalable ambient effect. In this sample, the ambient effect is a swarm of fireflies that scatter and reform into a walking character. Using Intel TBB, the firefly flight trajectory calculations performed per frame are distributed across multiple threads. By changing the number of simulated fireflies programmatically the ambient effect can be scaled to better match the performance of the platform it is running on.
Intel GPA: Capturing Mass Market Graphics Performance
By Chuck De Sylva (Intel)2
OpenGL tessellation bug
By Joseph K.1
Platform: Windows 8.1 x64, MSVC 2010 x64, Intel HD4600 (4770K), driver version: The problem: I got shader linking error when linking a program using control and evaluation "Type mismatch: Type of gl_TessLevelInner different between shaders." If I comment out the line in ES where I read that value, whole program crashes (Access violation) when trying to bind this program via glBindProgram. Tested on several nV/AMD GPUs without any issues. However, other very simple tessellation program seems to work. Control shader: #version 400 compatibility layout(vertices=1)out; uniform vec4 LightPosition; int GreaterVec(vec3 a,vec3 b){   return int(dot(sign(a-b),vec3(4,2,1))); } int ComputeMult(vec3 A,vec3 B,vec3 C,vec4 L){   vec3 n=cross(C-A,*L.w);   return int(sign(dot(n,B-A))); } bool IsEdgeVisible(in vec4 A,in vec4 B){     vec3;     vec3;     vec3;     vec3;     vec3 NM=N-M;     vec3 PO=P-O;     flo...
GLSL compilation issue (HD Graphics 4000, Driver version
By neilogd0
Hello, Whilst testing some code on a broad range of hardware and drivers I came across a crash bug when running on a Mac Mini with Windows 7 installed on it. It's got an HD Graphics 4000 onboard, and I'm using OpenGL 3.2 Core Profile, only extension (bar ubiquitous ones for texture compression) is ARB_debug_output. I managed to wittle it down from a crash bug to just failing to compile a shader by removing the GLSLoptimiser step from our shader building pipeline. The code which causes the crash is as follows: #version 140 struct SpeedTreeInstance { vec4 m_rotationQuat; vec3 m_translation; float m_uniformScale; vec3 m_scale; float m_materialID; float m_windMatOffset; float m_blendFactor; float m_alphaRef; float m_padding; }; uniform vec4 g_nvStereoParams = vec4(0.0, 0.0, 0.0, 0.0); uniform vec4 g_debugVisualizer = vec4(1.0, 1.0, 1.0, 1.0); uniform vec4 g_HDRParams = vec4(0.0, 1.0, 1.0, 1.0); uniform vec4 g_gammaCorrection = vec4(1.0, 1.0, 0.0, 0.0); uniform mat4 g_...
How can AVStream drivers capture video directly to the graphics adapter's VRAM?
By michael C.0
      Hello everyone,Now I need the AVStream driver to capture video directly to the graphics adapter's VRAM.According to the Microsoft's WDK,one of the steps is to get the display adapter’s GUID.(My CPU is Intel Core i5)       The WDK documents mention that "Obtain the adapter GUID from the vendor-supplied graphics miniport driver. The DXGK_INTERFACESPECIFICDATA structure contains the adapter GUID to return in the property request. This structure is generated by the DirectX graphics kernel (DXGK) subsystem and is passed to the miniport driver when the adapter is initialized."        But I'm still puzzeled about the specific operations to get that display adapter’s GUID.Can you explain the specific operations to me?Thanks very much!
Async readpixels from FBP using PBO seem not to work
By anton@gaijin.ru0
Hello, We are using PBO to async read back pixels GPU -> CPU (for hardware feedback in virtual texture). Unfortunately, both glReadPixels and glGetTexImage causes stall (instead of immediate return). PBO read Code is looking like that: //init           glGenBuffers(1, &delayedPBO);           glBindBuffer(GL_PIXEL_PACK_BUFFER, delayedPBO);           glBufferData(GL_PIXEL_PACK_BUFFER,  width*height*4, NULL, GL_STREAM_READ);             glGenTextures(1, &textureId);           glBindTexture(GL_TEXTURE_2D, textureId);           glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);           glBindTexture(GL_TEXTURE_2D, 0);     glGenFramebuffers(1, &fboId); //render     glBindFramebuffer(GL_FRAMEBUFFER, fboId);     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);     glBindFramebuffer(GL_FRAMEBUFFER, 0); //...render something... //usage         glBindBuffer(GL_PIXEL_PACK_BUFFER, delay...
Getting Macroblock information from QuickSync H.264 decoder
By Murali M.2
Hi, I would like to know if there is a way by which we can get MBInfo (Macroblock Information) from H.264 decoder on QuickSync We are using > HD4600 versions with Windows 8.1. Does OpenCL or IntelMediaSDK support this export of information like motion vectors, MV bits, Texture bits, Coded block pattern, etc Regards Murali


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