Фильтры

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

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
Блоги

Solitude and Zombies: Waking up to a New Gaming Industry

 

Автор: Roger Chandler (Intel) Последнее обновление: 11.06.2019 - 21:22
Article

Implementation of Fast Fourier Transform for Image Processing in DirectX* 10

Updated DirectX* 11 Sample Available!!!
Автор: Raghu Muthyalampalli (Intel) Последнее обновление: 25.05.2018 - 15:30
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

Havok Talks Simulating Real-World Physics

By Lee Purcell

Автор: админ Последнее обновление: 24.01.2018 - 12:12
Article

How Special Silicon Facilitates Parallel Arithmetic

SIMD (for single instruction, multiple data) enables one arithmetic instruction to be performed across multiple data items simultaneously. This article lightly touches on the advantages of SIMD for parallel applications.
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Автор: JOHN V. (Intel) Последнее обновление: 24.01.2018 - 12:12
Article

Fluid Simulation for Video Games (part 1)

Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
Автор: Последнее обновление: 24.01.2018 - 12:12