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Designing the Framework of a Parallel Game Engine

How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Autor Última actualización 12/12/2018 - 18:00
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Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

P = C * V^2 * (a * f)

Autor Última actualización 09/05/2019 - 22:55
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3D Modeling and Parallel Mesh Simplification

3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
Autor admin Última actualización 31/12/2018 - 15:00
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This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
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This article presents techniques to optimize applications to save power during active use. These techniques include multi-threading, batching of I/0 accesses, and reducing memory bandwidth. Some of the techniques are applicable for general program usage.
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GPU-Quicksort in OpenCL 2.0: Nested Parallelism and Work-Group Scan Functions

Introduction A Brief History of Quicksort
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Sierpiński Carpet in OpenCL* 2.0

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

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The Generic Address Space in OpenCL™ 2.0

Introduction What is the Generic Address Space?
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游戏行业的人工智能设计(第一部分)

The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Autor admin Última actualización 12/12/2018 - 18:00
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游戏行业的人工智能设计(第二部分)

Designing AI for Games. Intelligent agents need to identify points of interest in the game world. This article shows how to identify and optimize points of interest and provides ways of organizing them for multi-threading.
Autor admin Última actualización 12/12/2018 - 18:00