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Parallel sorts for Cilk Plus

This article describes the parallel sorts in the latest release of “Cilkpub”, an open-source library of utilities for Intel®

Autor Última actualización 07/06/2017 - 10:29
Article

Late-initialization of frame descriptors in Cilk Plus/LLVM

The Intel® Cilk™ Plus C/C++ language extensions support the expression of portable and efficient task and vector parallel programs. Cilk Plus/LLVM is an implementation of these extensions in the Clang frontend for LLVM. In this article we explain one of the optimizations that we have implemented in Cilk Plus/LLVM: late-initialization of frame descriptors[1]. With this explanation, we provide a...
Autor Última actualización 07/06/2017 - 09:11
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Touch keyboard access for Windows* 8 desktop apps

Leveraging built in virtual keyboard access in full screen mode games and applications.
Autor Última actualización 20/12/2018 - 09:40
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Software Occlusion Culling Update 2

Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Autor Última actualización 03/05/2019 - 14:18
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Go Parallel 2

Parallel programming with Go language (golang). The blog shows examples of parallel divide-and-conquer decomposition and parallel pipelines.
Autor Dmitry Vyukov Última actualización 04/07/2019 - 10:35
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Go Parallel 3

Parallel programming with the Go language (golang). The blog shows how and when to use sync and sync/atomic packages.
Autor Dmitry Vyukov Última actualización 03/07/2019 - 20:08
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Autor Última actualización 03/05/2019 - 15:55
Article

OpenGL* ES 3.0 Instanced Rendering

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

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

OpenGL* ES 3.0 Precompiled Shaders

Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

Autor Última actualización 24/01/2018 - 12:12
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An investigation of fast real-time GPU-based image blur algorithms

Explains blur filters, how to apply for different hardware types, and other optimizations.
Autor Filip Strugar (Intel) Última actualización 02/05/2019 - 16:50