Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group
by Khang Nguyen
Sample code for "Optimizing with TBB" download page
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.
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.
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
This white paper proposes an implementation for the Infinite Impulse Response (IIR) Gaussian blur filter using Intel® Advanced Vector Extensions (Intel® AVX) instructions. For a 2048x2048 image size, the AVX implementation is ~2X faster than the SSE code.