Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
by Matt McClellan and Kipp Owens
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.
By Alex A. Lopez-EstradaApplications Engineer, Intel Software and Solutions Group
by Khang Nguyen
by Dan H. Nowlin, Intel Corporation
This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.