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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

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

Image Processing Acceleration Techniques using Intel® Streaming SIMD Extensions and Intel® Advanced Vector Extensions

This article details optimized implementations of data transformations and algorithms together with analysis comparing performance and providing speedup measurements for Intel® SSE optimized code and estimates for Intel® AVX optimized code.
Автор: Larsson, Petter (Blackbelt) Последнее обновление: 25.05.2018 - 15:30
Article

Using Unsupported Color Formats with the Intel® Media Software Development Kit

In this article we will discuss how to use the Intel® Integrated Performance Primitives (Intel® IPP) library to convert some common type of color formats like RGB, RGBA, BGR and BGRA into those that can be recognized by the Intel® Media SDK.
Автор: Nguyen, Khang T (Intel) Последнее обновление: 11.03.2019 - 14:50
Article

Fluid Simulation for Video Games (part 15)

This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.
Автор: Последнее обновление: 30.08.2018 - 10:50
Article

Fluid Simulation for Video Games (part 16)

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Download Fluid Simulation for Video Games (part 16) [PDF 770KB]

Автор: Последнее обновление: 25.05.2018 - 15:30
Article

Fluid Simulation for Video Games (part 17)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
Автор: Последнее обновление: 29.05.2018 - 09:28
Article

Adobe Photoshop* with Open Standards Enhanced by Intel® HD and Intel® Iris™ Graphics

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Автор: Последнее обновление: 06.07.2019 - 20:30
Article

Getting Started with libGDX, a Cross-platform Game Development Framework

Developers who want to develop and debug code on the desktop, natively yet be able to run it on multiple OSs without modification will want to know about libGDX.

Автор: Последнее обновление: 09.05.2019 - 13:08
Article

采用由英特尔® 核芯显卡和锐炬™ 显卡增强的开放标准的 Adobe Photoshop*

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Автор: Последнее обновление: 17.05.2019 - 12:00