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Building a highly scalable 3D particle system

Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.

Автор: Последнее обновление: 24.01.2018 - 12:12
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Visual Studio 2010 Built-in CPU Acceleration

Writing the sample code for this post I was amazed myself to see how simple it was to reach over 20 times performance improvement with so little effort.   

Автор: Последнее обновление: 12.12.2018 - 18:00
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Software Occlusion Culling Update 2

Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Автор: Последнее обновление: 03.05.2019 - 14:18
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What Can We Learn from the Intel SPMD Program Compiler?

We have added a new simple SGEMM example to the Intel® SPMD Pro

Автор: Stephen Junkins (Intel) Последнее обновление: 30.07.2019 - 10:22
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Intel® Graphics Virtualization Update

Traditional business models, built on graphics and visualization usages such as workstation remoting, VDI, DaaS, transcoding, media streaming, and on-line gaming, are beginning to draw open s

Автор: Последнее обновление: 08.10.2019 - 18:20