The current generation of Intel® graphics hardware extends Intel’s leadership in enabling innovation across the industry, including being fully ready for DirectX 12 and driving the adoption of advanced features by next-generation games.
This article builds upon the earlier High Performance Queries: GPU vs. PLINQ vs. LINQ and ports this to also support OpenCL devices and adds benchmarking so you can easily compare performance.
The main objective of this project is to develop a Machine Learning model that detects the objects on the road like pedestrians, cars, motorbikes, bicycles, buses, etc.
In this post, I'll walk you through how to get one of the most popular toolkits up and running on Windows, and run through and explain some fun examples.
In the conclusion of this two-part series, I detail the best 3D game engine and middleware solutions for Android* tablets, including free, open source, and proprietary options. I also note which have native support for x86 Intel® processors.
Introduction to the open-source hxGrid library for distributed computing. Main benefits of the library: cluster uses only idle time of Windows 2000/XP/Vista workstation (no dedicated workstations required); easy to use; free.
In this post, I am going to walk you through creating your own central hub to allow your connected devices to authenticate people using facial recognition system.
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
It has never been easier for C# desktop developers to write code that takes advantage of the amazing computing performance of modern graphics cards. In this post I will share some techniques for solving a simple (but still interesting) image analysis problem. Source Code https://www.assembla.com/co
This tutorial shows how to use two powerful features of OpenCL™ 2.0: enqueue_kernel functions that allow you to enqueue kernels from the device and work_group_scan_exclusive_add and work_group_scan_inclusive_add
In this article, we'll demonstrate an approach the allows to increase the performance (up to 600%) of the code that implements the conventional distribution counting algorithm (DCA) using NVIDIA CUDA 8.0 Runtime API
From spam filters to movie recommendation and face detection, nowadays machine learning algorithms are used everywhere to make the machine think for us. But, running these algorithms require high computation power and in most cases supercomputers. This is where the 500 core GPUs step in...
In this guide we will detail a step-by-step process of building a cross-platform Android application with the help of Marmalade C++ SDK 7.1 and ShiVa3D game engine specifically for Android x86 architecture.
A graph is a good way to represent a set of objects and the relations between them. Graph analytics is the set of techniques to extract information from connections between entities.
Normal maps are used for realtime 3D rendering (mostly in games) to improve the visual quality, but compressing them makes the 3D content look ugly, this tool helps to fix that problem.
In this article I’ll discuss another option supported by Xi IoT: containerized applications that enable you to configure and deploy custom services and runtime environments for your edge computing solution.
TheBestSync, a China-based software company focused on integrated software and hardware solutions, entered the Intel App Innovation Contest 2013 (Intel AIC 2013) in partnership with Intel® Developer Zone with the idea of combining game and music technology with an AIO device to create an exciting n
This article is a practical guide on using Intel® Threading Building Blocks (TBB) and OpenMP libraries for C++ based on the example of delivering parallel scalable code that implements Burrows-Wheeler Transformation (BWT) algorithm.
Curious about GPGPU programming? Read Rob Farber’s Massively Parallel Programming series. Learn how to get more from your CPU, GPU, APU, DSP, and more.
In his second tutorial, GPGPU expert Rob Farber discusses OpenCL™ memory spaces and the OpenCL memory hierarchy, and how to start thinking in terms of work items and work groups. This tutorial also provides a general example to facilitate experimentation with a variety of OpenCL kernels.
In his third tutorial, GPGPU expert Rob Farber will introduce the OpenCL™ execution model and discuss how to coordinate computations among the work items in a work group
Read Rob Farber’s Massively Parallel Programming series. This fourth article in a series on portable multithreaded programming using OpenCL™ will discuss the OpenCL™ runtime and demonstrate how to perform concurrent computations among the work queues of heterogeneous devices.
Property browsing is a common task and many standalone libraries already exist, but let's explore the built-in functionality in Qt library to handle this.
Sparse Procedural Volumetric Rendering (SPVR) is a technique for rendering real-time volumetric effects. We’re excited that the upcoming book “GPU Pro 6” will include an SPVR chapter. This document gives some additional details.
In this blog post we will explain transfer learning and some of its applications, explain how neon can be used for transfer learning, walk through example code that uses neon for transferring a pre-trained model to a new dataset, and discuss the merits of transfer learning with some results
New Ultrabooks inspired by Intel® fit deliver excellent performance and new Intel technologies in a smaller package so that you can complete all your tasks in a lighter, more comfortably portable system.