vcsource_type_techarticle

MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
  • samples
  • sandybridge
  • antialiasing
  • vcsource_type_techarticle
  • vcsource_domain_graphics
  • vcsource_techsample_morphanti
  • vcsource_techsample_gamecoderesourcedisk
  • vcsource_index
  • Graphics
  • Game Development
  • IVB Atmospheric Light Scattering

    1. Introduction

    Atmospheric light scattering is an important natural phenomenon, which arises when light interacts with the particles distributed in the media. Rendering such effects can be exploited by many applications, such as computer games, to greatly improve scene realism. To accurately compute scattering contribution, a complex nested integral has to be solved for each screen pixel. Due to the complexity of the computations involved, achieving natural-looking atmospheric scattering effects at interactive frame rates is a challenging problem.

  • Developers
  • Microsoft Windows* 8
  • Advanced
  • vcsource_type_techarticle
  • vcsource_domain_graphics
  • vcsource_index
  • vcsource_techsample_light-scattering
  • Game Development
  • Graphics
  • Microsoft Windows* 8 Desktop
  • Compute Shader HDR and Bloom

    Introduction

    Intel's 3rd Generation Core Processors with processor graphics (HD2500, HD4000) is the first generation of Intel graphics to fully support DirectX 11 and Compute Shader 5.0. While compute shaders provide increased flexibility and control over the graphics processor, the developer is more responsible for implementing shaders that will run well on the hardware. This sample demonstrates how to implement compute shaders for high dynamic range tone mapping and bloom for Intel's HD4000 processor graphics.

  • vcsource_type_techarticle
  • vcsource_domain_graphics
  • vcsource_index
  • vcsource_techsample_hdrrenderingcomputeshader
  • Graphics
  • Intel® GPA: Microsoft* Windows* XP* and Vista* no longer supported

    In order to focus efforts on newer operating systems and technologies, the Intel GPA tools no longer support Microsoft Windows XP* or Microsoft Windows Vista*. This article describes the OS support for the product.
  • Intel® Graphics Performance Analyzers
  • GPA
  • vcsource_type_techarticle
  • vcsource_product_gpa
  • vcsource_index
  • Graphics
  • Embree - Photo-Realistic Ray Tracing Kernels

    Embree: Photo-Realistic Ray Tracing Kernels

    Embree is a collection of high-performance ray tracing kernels, developed at Intel Labs. The kernels are optimized for photo-realistic rendering on the latest Intel® processors

  • Developers
  • Embree
  • vcsource_type_techarticle
  • vcsource_os_windows
  • vcsource_platform_desktoplaptop
  • vcsource_domain_graphics
  • vcsource_type_samplecode
  • vcsource_index
  • Graphics
  • Intel® GPA tip: Interpreting API errors when using Intel GPA Frame Analyzer

    When Intel® GPA creates frame capture files, all DirectX* calls in your game are captured to a file, including calls that return errors. This article describes the tool's handling of API errors, how to avoid them, and what do when Intel GPA reports them.
  • Intel® Graphics Performance Analyzers
  • GPA
  • vcsource_type_techarticle
  • vcsource_product_gpa
  • vcsource_domain_gamedev
  • vcsource_index
  • Graphics
  • Microsoft DirectCompute on the 2nd Generation Intel® Core™ Processor

    This is the second and last part of the Microsoft DirectCompute series. This article covers programming DirectCompute with Microsoft DirectX* 10–class graphics processors, while the previous article focused on Microsoft DirectX 11–class hardware.
  • DirectX 10
  • ivy bridge
  • vcsource_type_techarticle
  • vcsource_os_windows
  • vcsource_product_oclsdk
  • vcsource_index
  • DirectCompute
  • Graphics
  • Performance Interactions of OpenCL* Code and Intel® Quick Sync Video on Intel® HD Graphics 4000

    Developers of video editing and other applications that generate or process video, and encode them using Intel® Quick Sync Video may find it challenging to gain performance advantages. This paper describes how to gain performance advantages using OpenCL*.
  • vcsource_type_techarticle
  • vcsource_domain_media
  • vcsource_product_msdk
  • vcsource_domain_graphics
  • vcsource_product_oclsdk
  • vcsource_index
  • Graphics
  • Pages

    Subscribe to vcsource_type_techarticle