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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
Блоги

Foliage Patch - Organizing Our Data

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).
Автор: Последнее обновление: 03.05.2019 - 14:50
Article

GPU-Quicksort in OpenCL 2.0: Nested Parallelism and Work-Group Scan Functions

Introduction A Brief History of Quicksort
Автор: Robert I. (Intel) Последнее обновление: 31.05.2019 - 14:20
Article

Using Intel® SDK for OpenCL™ Applications 2015 to Accelerate Your Software

Introduction

Автор: Robert I. (Intel) Последнее обновление: 31.05.2019 - 14:20
Article

Starting from Scratch: How VirtualDJ* 8 mixes Music and Technology

Abstract

Автор: Последнее обновление: 11.06.2019 - 21:38
Article

Using SPIR for fun and profit with Intel® OpenCL™ Code Builder

This short tutorial provides a brief introduction to Khronos SPIR. It touches on the differences between a SPIR binary and an Intel proprietary Intermediate Binary, demonstrates ways to create SPIR binaries using tools shipped with Intel® SDK for OpenCL™ Applications , and explains how to use SPIR binaries in your OpenCL program.
Автор: Robert I. (Intel) Последнее обновление: 31.05.2019 - 14:20
Article

Game Companies Speed Up Development with Intel Sample Code

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimize our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 03.05.2019 - 16:02
Article

游戏公司借助英特尔® Sample Code 加速发展

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimze our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 18.01.2019 - 15:55
Article

Intel® RealSense™ Power and Performance Tuning Tips

This article provides some tips for optimizing performance and power usage in applications developed using Intel® RealSense™ technology.
Автор: Последнее обновление: 10.05.2019 - 08:30
Article

SGEMM for Intel® Processor Graphics

Introduction

General Matrix Multiply

cl_intel_subgroups Extension

Автор: Последнее обновление: 17.05.2019 - 12:00