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.
How to multithread a game engine, by separating visual components from logic ones, in a highly scalable way while still mantaining determinism, which a key aspect in some type of games, like RTS; and a desired propierty in most others.
This is part of a series of blogs on Embree, a collection of high performance ray tracing kernels. Embree has been released open source since version 1.0.
Introduction A Brief History of Quicksort
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0
Введение Краткий курс истории алгоритма быстрой сортировки
SIMD operations are widely used for 3D graphics applications. This tutorial provides new insights into SIMD by comparing SIMD lanes and CPU threads, and steps you through the process of creating a simple, straightforward SIMD implementation in your own code.
In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...