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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 5)

This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
Criado por Última atualização em 24/01/2018 - 12:12
Article

Fluid Simulation for Video Games (part 6)

This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
Criado por Última atualização em 24/01/2018 - 12:12
Article

OpenMP* and the Intel® IPP Library

How to configure OpenMP in the Intel IPP library to maximize multi-threaded performance of the Intel IPP primitives.
Criado por Última atualização em 31/07/2019 - 14:30
Article

Practical Game Performance Analysis Using Intel® Graphics Performance Analyzers

Intel GPA is a suite of graphics performance optimization tools that enables developers to visualize, isolate and resolve graphics performance issues. Improve the performance of your games with the performance analysis methods presented in this article.
Criado por Última atualização em 03/05/2019 - 16:13
Article

Using UMC De-multiplexer with the Intel® Media Software Development Kit

The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams.
Criado por Nguyen, Loc Q (Intel) Última atualização em 11/03/2019 - 14:50
Article

Fluid Simulation for Video Games (part 9)

This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
Criado por Última atualização em 24/01/2018 - 12:12
Mensagem de blog

Getting Started with Ultrabook Development

See Gael's Blog Author Page

Criado por Gael H. (Blackbelt) Última atualização em 09/05/2019 - 22:30
Article

"Green" Code Development

Ultrabook™ is a new word in the mobile devices world. Slim design, lightweight, as powerful as a PC and as portable as a tablet.

Criado por Dmitry R. (Intel) Última atualização em 24/05/2019 - 16:52
Article

Using Windows 8* WinRT API from desktop applications

The Windows* Runtime API, also called WinRT, is the new core API for Windows 8* Store apps.

Criado por Xavier H. (Intel) Última atualização em 23/06/2019 - 18:50