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Porting Existing Game Engines to Metro

Introduction.

Autor steve-hughes (Intel) Última actualización 09/05/2019 - 22:30
Article

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
Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

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

Z Fighting Code Sample

This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
Autor Última actualización 07/07/2019 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-EstradaApplications Engineer, Intel Software and Solutions Group

Autor Alex Lopez-estrada (Intel) Última actualización 24/01/2018 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

Autor Nguyen, Khang T (Intel) Última actualización 30/08/2018 - 13:35
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

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

Video Frame Display Synchronization

by Dan H. Nowlin, Intel Corporation

Autor Dan Nowlin (Intel) Última actualización 24/05/2018 - 18:21
Article

Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions

This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Autor admin Última actualización 03/05/2019 - 14:39
Article

Carry Small, Game Large

Autor Última actualización 09/05/2019 - 13:08