Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Implementing functional decomposition in games to get the most performance from the processor
By Andrew Binstock
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.
This sample demonstrates two ways to take advantage of early Z rejection.
This sample demonstrates the use of instancing to limit the number of draw calls to minimize driver overhead and maximize hardware efficiency.
GPU Detect is a short graphics code sample demonstrates a way to detect the primary graphics hardware present in a system (including the 6th Generation Intel® Core™ processor family).
CPU Animation Intel Corporation Features / Description
Update provides two new backends to the Task Manager API and allows runtime switching between them.
This sample demonstrates optimized compute shaders for displaying HDR images
This sample demonstrates that atmospheric light scattering effects can now be implemented in real time using Intel 3rd Generation Integrated Graphics and produce compelling visual results.