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Fluid Simulation for Video Games (part 11)

By Dr. Michael J. Gourlay

Criado por Última atualização em 10/12/2018 - 18:02
Article

Fluid Simulation for Video Games (part 17)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
Criado por Última atualização em 29/05/2018 - 09:28
Article

Fluid Simulation for Video Games (part 18)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 18th in the fluid simulation for games series—describes how to render a fluid surface.
Criado por administrar Última atualização em 29/05/2018 - 09:20
Mensagem de blog

Ultrabook­™ Work, Create, Play Challenge - 15mm of Game Dev Goodness

Can the Ultrabook™ be versatile for other work/create/play scenarios. So why not game development? How well can you both create and play games on an Ultrabook?
Criado por Bob Duffy (Intel) Última atualização em 15/11/2019 - 14:10
Article

Using OpenCL™ 2.0 Read-Write Images

While Image convolution is not as effective with the new Read-Write images functionality, any image processing technique that needs be done in place may benefit from the Read-Write images. One example of a process that could be used effectively is image composition. In OpenCL 1.2 and earlier, images were qualified with the “__read_only” and __write_only” qualifiers. In the OpenCL 2.0, images can...
Criado por Última atualização em 19/11/2019 - 14:05
Article

The Generic Address Space in OpenCL™ 2.0

Introduction What is the Generic Address Space?
Criado por Adam Lake (Intel) Última atualização em 19/11/2019 - 15:18
Article

Sierpiński Carpet in OpenCL* 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0

Criado por Robert Ioffe (Intel) Última atualização em 20/11/2019 - 07:28
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 20/11/2019 - 07:40