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by Jeremy C. Ong
Accelerate a C++ article with GPU support using Intel's oneAPI
by Elmira Volkova, Alexander Bobyr, Igor Ermolaev
In this article, we divide the computation between the host CPU and a discrete Intel® GPU such that both processors are kept busy.
by Apriorit Inc, Artem K.
Find out approaches which you can use to improve runtime algorithms for zero-day threat detection
by Paul Lindberg
This case study details how the game takes best advantage of low-power systems, while still scaling up to look and run fantastic on more robust systems.

Latest Articles

by Elmira Volkova, Alexander Bobyr, Igor Ermolaev
In this article, we divide the computation between the host CPU and a discrete Intel® GPU such that both processors are kept busy.
by Jeremy C. Ong
Accelerate a C++ article with GPU support using Intel's oneAPI
by wqaxs36
Math explanation and game engine coding.
by Martin Vorbrodt
How to measure CPU time?

All Articles

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CPU 

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10 Nov 2020
Jeremy C. Ong
Accelerate a C++ article with GPU support using Intel's oneAPI
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28 Apr 2022
Elmira Volkova, Alexander Bobyr, Igor Ermolaev
In this article, we divide the computation between the host CPU and a discrete Intel® GPU such that both processors are kept busy.
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20 Nov 2018
Apriorit Inc, Artem K.
Find out approaches which you can use to improve runtime algorithms for zero-day threat detection
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17 Jan 2014
Paul Lindberg
This case study details how the game takes best advantage of low-power systems, while still scaling up to look and run fantastic on more robust systems.
22 Jul 2011
Alexandre De Pereyra
Efficient anti-aliasing techniques are an important tool of high-quality, real-time rendering. A new Intel technique called Morphological Antialiasing (MLAA) addresses limitations of the standard technique, MSAA. This article discusses MLAA implementation. Includes code samples and free download.
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23 Jul 2020
wqaxs36
Math explanation and game engine coding.