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
Article

Towards Deterministic Multithreading in Games Part I

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.
Autor Última actualización 31/12/2018 - 14:00
Mensajes en el blog

Introduction to Embree 2.1 - Part 1

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.

Autor Louis F. (Intel) Última actualización 02/08/2019 - 17:30
Article

GPU-Quicksort in OpenCL 2.0: Nested Parallelism and Work-Group Scan Functions

Introduction A Brief History of Quicksort
Autor Robert I. (Intel) Última actualización 31/05/2019 - 14:20
Article

Sierpiński Carpet in OpenCL* 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0

Autor Robert I. (Intel) Última actualización 31/05/2019 - 14:20
Article

GPU-Quicksort в OpenCL 2.0: вложенные параллельные вычисления и сканирование групп обработки

Введение Краткий курс истории алгоритма быстрой сортировки
Autor Última actualización 31/05/2019 - 14:20
Article

Cómo compartir superficies entre OpenCL™ y DirectX* 11 en Intel® Processor Graphics

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Autor Última actualización 31/05/2019 - 15:10
Article
Article

SIMD fácil mediante envolturas

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.
Autor Última actualización 09/03/2019 - 12:48
Mensajes en el blog

MICRO48-Tutorial on Intel® Processor Graphics: Architecture and Programming

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...
Autor Última actualización 04/07/2019 - 17:22