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.
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.
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