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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

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

Автор: Последнее обновление: 24.01.2018 - 12:12
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

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Video Frame Display Synchronization

by Dan H. Nowlin, Intel Corporation

Автор: Dan Nowlin (Intel) Последнее обновление: 24.05.2018 - 18:21
Article

Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions

This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Автор: админ Последнее обновление: 03.05.2019 - 14:39
Article

Designing the Framework of a Parallel Game Engine

How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Автор: Последнее обновление: 12.12.2018 - 18:00
Article

Quake Wars* Gets Ray Traced

Light It Up! Quake Wars gets real-time ray traced.
Автор: Daniel Pohl (Intel) Последнее обновление: 03.05.2019 - 13:57
Article

Havok Talks Simulating Real-World Physics

By Lee Purcell

Автор: админ Последнее обновление: 24.01.2018 - 12:12