By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group
Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
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.
In this article we will discuss how to use the Intel® Integrated Performance Primitives (Intel® IPP) library to convert some common type of color formats like RGB, RGBA, BGR and BGRA into those that can be recognized by the Intel® Media SDK.
This is the AOBench example associated with the "Intel® Cilk™ Plus – The Simplest Path to Parallelism" how-to article. It shows an Ambient Occlusion algorithm implemented as serial loops, one us
This blog contains additional content for the article "Advanced Vectorization" from Parallel Universe #12:
Threading Intel® Integrated Performance Primitives Image Resize with Intel® Threading Building BlocksThreading Intel® IPP Image Resize with Intel® TBB.pdf (157.18 KB) :