## Фильтры

Блоги

### Why P scales as C*V^2*f is so obvious (pt 2)

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)

Автор: Последнее обновление: 09.05.2019 - 22:55
Блоги

### My wife bought an Ultrabook – and LOVES it!

Right now we have 4 PC laptops in our house; 5 if you count the iPad 2 being a ‘personal computing’ device.

Автор: Последнее обновление: 09.05.2019 - 22:30
Article

### OpenSimulator Virtual World Server Case Study (Part 3): Virtual World Server Power Savings by Dynamic Physics Tuning

Use of virtual worlds for training, entertainment, and collaboration is growing. Intel Labs has been researching the scalability of virtual worlds. This series explores some of the design, performance, and execution features of virtual world servers.
Автор: Последнее обновление: 11.07.2019 - 13:18
Article

### Windows* 8 Software Power Optimization

This white paper is one in a series of papers on making software more energy efficient in order to extend PC battery life.
Автор: Manuj Sabharwal (Intel) Последнее обновление: 20.12.2018 - 09:48
Блоги

### How do you Skyrim? Get the most bang for your gaming buck!

This blog could apply to any PC game; however, I’m going to use Skyrim by way of illustration since they’ve done a fantastic job of supporting the Gamepad and or the Mouse & Keyboard; unlike so

Автор: Последнее обновление: 09.05.2019 - 21:50
Article

### Power Benefits Using Intel Quick Sync Video H.264 Codec With Sorenson Squeeze

Автор: Последнее обновление: 09.05.2019 - 13:50
Article

### Optimizing Puzzle Touch (Casual Game)

by Erica J Mceachern and Manuj R Sabharwal

Автор: Последнее обновление: 27.03.2019 - 09:47
Блоги

### Let's Render Some Foliage

This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Автор: Последнее обновление: 03.05.2019 - 14:19
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