by Khang Nguyen
This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Sample code for "Optimizing with TBB" download page
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.
Terminal Reality used the popular Intel® Graphics Performance Analyzers (Intel® GPA) to optimize the newest Ghostbusters game. Intel’s tools helped identify a performance bottleneck so the game could be optimized for desktops and laptops.
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.
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.
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
This paper describes how we successfully optimized an existing graphics demo, named Ocean Fog, for our latest processors with Intel® Processor Graphics to achieve a 4x performance boost. Performance analysis was done using Intel® GPA.