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Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Автор: Adam Lake (Intel) Последнее обновление: 03.05.2019 - 16:02
Article

Z Fighting Code Sample

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.
Автор: Последнее обновление: 07.07.2019 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group

Автор: Alex Lopez-estrada (Intel) Последнее обновление: 24.01.2018 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

Автор: Nguyen, Khang T (Intel) Последнее обновление: 30.08.2018 - 13:35
Article

Carry Small, Game Large

Автор: Последнее обновление: 09.05.2019 - 13:08
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Автор: админ Последнее обновление: 01.08.2019 - 09:30
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.
Автор: Последнее обновление: 01.08.2019 - 09:30
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.
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Автор: Последнее обновление: 30.08.2018 - 10:50
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

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.
Автор: Juanbin L. (Intel) Последнее обновление: 30.08.2018 - 10:47