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Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
作者: Adam Lake (Intel) 最后更新时间: 2019/05/03 - 16:02
Article

Z Fighting Code Sample

This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
作者: 最后更新时间: 2019/07/07 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group

作者: Alex Lopez-estrada (Intel) 最后更新时间: 2018/01/24 - 12:12
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

Carry Small, Game Large

作者: 最后更新时间: 2019/05/09 - 13:08
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

Benefits of Intel® AVX For Small Matrices

Introduction

作者: Pallavi Mehrotra (Intel) 最后更新时间: 2017/06/07 - 09:20
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

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.
作者: 最后更新时间: 2018/01/24 - 12:12
Article

Fluid Simulation for Video Games (part 4)

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.
作者: 最后更新时间: 2018/08/30 - 10:50