Transparency is a fundamental challenge in real-time rendering due to the difficulty of compositing in the right order an arbitrary number of transparent layers. The Order Independent Transparency sample using Intel® Iris™ Graphics extension for pixel synchronization shows a real-time solution using the extensions available on 4th Generation Intel® Core™, the algorithm was used by Codemasters in GRID2 to improve rendering of foliage and semi-transparent track side objects as shown in Figure 1.
Intel® Iris™ Graphics Extension for instant access for 4th Generation Intel® Core™ processors allows direct access to memory allocated for the GPU. The extension provides a mechanism for specifying which buffers will be shared and locking the memory for reading and writing from CPU side code. This sample demonstrates how to properly access the memory from the CPU to maintain performance with sample code for computing the tiled addressing scheme.
Adaptive Volumetric Shadow Maps use a new technique that allows a developer to generate real-time adaptively sampled shadow representations for transmittance through volumetric media. This new data structure and technique allows for generation of dynamic, self-shadowed volumetric media in realtime rendering engines using today’s DirectX 11 hardware.
Pixel Shader Ordering is a graphics extension that Intel has implemented for 4th Generation Intel® Core™ processors with Iris™ and Iris™ Pro graphics. Pixel Shader Ordering guarantees ordered access to unordered access view resources from a pixel shader. This sample demonstrates how to use Pixel Shader Ordering to perform blending in a pixel shader without using fixed function blending.