Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
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 is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises.
The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams.
In this article we will discuss how to use the Intel® Integrated Performance Primitives (Intel® IPP) library to convert some common type of color formats like RGB, RGBA, BGR and BGRA into those that can be recognized by the Intel® Media SDK.
This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.