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Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Criado por Adam Lake (Intel) Última atualização em 03/05/2019 - 16:02
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.
Criado por Última atualização em 07/07/2019 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

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

Criado por Alex Lopez-estrada (Intel) Última atualização em 24/01/2018 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

Criado por Nguyen, Khang T (Intel) Última atualização em 30/08/2018 - 13:35
Article

Carry Small, Game Large

Criado por Última atualização em 09/05/2019 - 13:08
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Criado por administrar Última atualização em 01/08/2019 - 09:30
Article

Benefits of Intel® AVX For Small Matrices

Introduction

Criado por Pallavi Mehrotra (Intel) Última atualização em 07/06/2017 - 09:20
Article

Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Criado por Última atualização em 01/08/2019 - 09:30
Article

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Criado por Última atualização em 24/01/2018 - 12:12
Article

Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Criado por Última atualização em 30/08/2018 - 10:50