by Khang Nguyen
Sample code for "Optimizing with TBB" download page
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.
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.
Multidimensional Fast Fourier Transform (FFT) - selecting optimal sizes and data layout
Мы постараемся минимизировать число «непопаданий» в кэш, посредством разработки алгоритмов и структур данных, использующих локальность данных.
Intel® Math Kernel Library (Intel® MKL) provides highly optimized and extensively threaded general matrix-matrix multiplication (GEMM) functions. In this article, we explain how to design and measure of the performance using Intel MKL SGEMM, and outline about 7 tips to help developers to perform performance tests and quickly evaluate the floating pointing computing capability (FLOPS) on a...
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: