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PVS-Studio: Analyzing Doom 3* Code

 

Autor Andrey Karpov (Blackbelt) Última actualización 15/02/2019 - 16:34
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

Multithreaded Game Programming and Hyper-Threading Technology

by Will Damon

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

Motion Estimation Algorithms Using Streaming SIMD Extensions 3

Introduction
Autor admin Última actualización 24/01/2018 - 12:12
Mensajes en el blog

Building a highly scalable 3D particle system

Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.

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

Implementation of Fast Fourier Transform for Image Processing in DirectX* 10

Updated DirectX* 11 Sample Available!!!
Autor Raghu Muthyalampalli (Intel) Última actualización 25/05/2018 - 15:30
Article

Building POV-Ray* with Intel® C++ Compiler

Introduction Version information
Autor Jennifer J. (Blackbelt) Última actualización 27/03/2019 - 11:11
Article

Building the GAMESS with Intel® Compilers, Intel® MKL and Intel® MPI on Linux

Introduction : This document explains how to build GAMESS using the Intel Software products: Intel® C++ Compiler for Linux,

Autor Ronald W Green (Blackbelt) Última actualización 09/05/2019 - 13:00
Article

Some tips for POV-Ray*

I have summarized some experiences on how to download and build POV-Ray* projects here for future use. Several links for POV-Ray

Autor Última actualización 27/03/2019 - 11:14
Article

IIR Gaussian Blur Filter Implementation using Intel® Advanced Vector Extensions

This white paper proposes an implementation for the Infinite Impulse Response (IIR) Gaussian blur filter using Intel® Advanced Vector Extensions (Intel® AVX) instructions. For a 2048x2048 image size, the AVX implementation is ~2X faster than the SSE code.
Autor Brijender Bharti (Intel) Última actualización 07/06/2017 - 12:19