This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Updated DirectX* 11 Sample Available!!!
How to Get the Most Out of a Multi-Core CPU with Your Game Engine
THE GORY DETAILS
Let’s continue from where we left off last time. Let’s figure out the why of the equation,
P = C * V^2 * (a * f)
3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
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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).