Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

作者: Nguyen, Khang T (Intel) 最后更新时间: 2018/08/30 - 13:35
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
作者: 管理 最后更新时间: 2019/08/01 - 09:30
Article

Optimizing Game Architectures with Intel® Threading Building Blocks

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.
作者: 最后更新时间: 2019/08/01 - 09:30
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

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.
作者: Juanbin L. (Intel) 最后更新时间: 2018/08/30 - 10:47
博客

Exploring Intel® Transactional Synchronization Extensions with Intel® Software Development Emulator

Intel® Transactional Synchronization Extensions (Intel® TSX) is perhaps one of the most non-trivial extensions of instruction set architecture introduced in the 4th generation Intel® Cor

作者: Roman Dementiev (Intel) 最后更新时间: 2019/07/06 - 17:00
Article

Threading Intel® Integrated Performance Primitives Image Resize with Intel® Threading Building Blocks

Threading Intel® IPP Image Resize with Intel® TBB.pdf (157.18 KB) :
作者: Jeffrey M. (Intel) 最后更新时间: 2019/07/31 - 15:05
博客

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
作者: 最后更新时间: 2019/01/16 - 10:14
视频

iRacing Optimized for Ultrabooks™ - Tilt Controls

iRacing software developer David Tucker talks his experience of adding tilt functionality to iRacing with Windows* 8 Desktop on an Ultrabook.

作者: Gerald M. (Intel) 最后更新时间: 2018/12/20 - 12:00
博客

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
作者: Matthew Fife (Intel) 最后更新时间: 2019/07/06 - 20:30
博客

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.
作者: 最后更新时间: 2019/05/03 - 14:19