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.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
Intel GPA is a suite of graphics performance optimization tools that enables developers to visualize, isolate and resolve graphics performance issues. Improve the performance of your games with the performance analysis methods presented in this article.
The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams.
This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Introduction A Brief History of Quicksort
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0