visual computing

Fluid Simulation for Video Games (part 7)

This is a series on fluid simulation for video games. This article explains how to integrate a fluid simulation into a typical particle system and introduces motion resulting from arbitrary external affectors (such as wind and forces).
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • visual computing
  • particle effects
  • vorticity
  • particle system
  • emission
  • Разработка игр
  • Графика
  • Fluid Simulation for Video Games (part 6)

    This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • vorticity
  • Разработка игр
  • Графика
  • Fluid Simulation for Video Games (part 5)

    This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Разработка игр
  • Графика
  • Оптимизация
  • Параллельные вычисления
  • Fluid Simulation for Video Games (part 3)

    Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • GameCodeSample
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Разработка игр
  • Графика
  • Fluid Simulation for Video Games (part 2)

    Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Разработка игр
  • Графика
  • 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.
  • Разработчики
  • Разработка игр
  • Компоненты Intel® Threading Building Blocks
  • Intel® INDE
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Разработка игр
  • Графика
  • Improving Medical Imaging Performance on the Intel® Xeon® Processor 5500 series

    In Medical Imaging, it is important to maximize healthcare quality by providing the best images in the shortest time to assure accurate diagnosis & patient treatment. This article describes the 50x speedup of an image reconstruction algorithm.
  • Разработчики
  • Android*
  • Сервер
  • Intel® C++ Compiler
  • Intel® INDE
  • Intel® VTune™ Amplifier
  • Xeon 5500
  • visual computing
  • medical imaging
  • image reconstruction
  • MRI
  • SPECT
  • Графика
  • Оптимизация
  • Параллельные вычисления
  • Ray Tracing, RenderMan, Radiosity, Antialiasing and Much, Much, More

    A Collection of Luminaries


    Earlier this week, I had the privilege to attend an uncommon event in the field of computer graphics and visualization. There were some 130 people in attendance including:

      • People who have written or contributed to approximately 20 papers accepted for publication in the upcoming SIGGRAPH 2012 proceedings

    The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores

    While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
  • games
  • visual effects
  • physics
  • visual computing
  • Разработка игр
  • Графика
  • Параллельные вычисления
  • Подписаться на visual computing