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Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Autor Adam Lake (Intel) Última actualización 03/05/2019 - 16:02
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Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Autor Última actualización 24/01/2018 - 12:12
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Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Autor admin Última actualización 01/08/2019 - 09:30
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How Special Silicon Facilitates Parallel Arithmetic

SIMD (for single instruction, multiple data) enables one arithmetic instruction to be performed across multiple data items simultaneously. This article lightly touches on the advantages of SIMD for parallel applications.
Autor Última actualización 24/01/2018 - 12:12
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Optimizing Game Architectures with Intel® Threading Building Blocks

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.
Autor Última actualización 01/08/2019 - 09:30
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Fluid Simulation for Video Games (part 1)

Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
Autor Última actualización 24/01/2018 - 12:12
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Fluid Simulation for Video Games (part 2)

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.
Autor Última actualización 24/01/2018 - 12:12
Article

Fluid Simulation for Video Games (part 3)

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.
Autor Última actualización 24/01/2018 - 12:12
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Fluid Simulation for Video Games (part 4)

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.
Autor Última actualización 30/08/2018 - 10:50
Article

Fluid Simulation for Video Games (part 5)

This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
Autor Última actualización 24/01/2018 - 12:12