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Building Android* Middleware Libraries for x86 Devices Using the Android NDK

There are many middleware libraries out there that developers are using to build great Android apps.  The app may have been released some time ago in the Google* Play store and the library may have only supported arm devices at that time.  Did you know you could reach a larger audience for your app by adding native x86 support?  Building for x86 yields the best performance and experience for Android x86 based devices while not breaking compatibility with arm devices.  Many of these libraries have been updated and build for x86 by default.  There is a great article that details how to do thi

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.
  • Desarrolladores
  • Linux*
  • Microsoft Windows* 8.x
  • Windows*
  • C/C++
  • Avanzado
  • Intermedio
  • Intel® Streaming SIMD Extensions
  • AVX
  • simd
  • ray tracing
  • Crytek
  • Desarrollo de juegos
  • Procesadores Intel® Atom™
  • Procesadores Intel® Core™
  • Computación en paralelo
  • Консервативное морфологическое сглаживание (CMAA) — обновление за март 2014 г.

    Эта статья взята из блога Ли Дейвиса (Leigh Davies) на IDZ. Здесь описывается работа Ли и его коллеги Филипа Стругара (Filip Strugar) над новым алгоритмом сглаживания, который называется «консервативное морфологическое сглаживание». Ниже приводится содержимое блога и доступный для загрузки проект с исходным кодом.  

  • Desarrolladores
  • Microsoft Windows* (XP, Vista, 7)
  • Microsoft Windows* 8.x
  • Desarrollo de juegos
  • Windows*
  • C/C++
  • Avanzado
  • Intermedio
  • Microsoft DirectX*
  • GameCodeSample
  • Desarrollo de juegos
  • Contrato de licencia: 

    Transformada rápida de Fourier para procesar imágenes en DirectX* 11

    This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared Local Memory) is the second technique and is a more memory-bandwidth-efficient method, showing significant performance gains when bottlenecked by memory bandwidth.
  • Desarrolladores
  • Microsoft Windows* 8.x
  • Desarrollo de juegos
  • Windows*
  • C/C++
  • Intermedio
  • GameCodeSample
  • Discrete Fourier Transform
  • DFT
  • Unordered Access View
  • Compute Shader
  • dx11
  • directx 11
  • Desarrollo de juegos
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