Library

Browse articles, blog posts, and other content authored by the gaming community, our partners, and Intel.

Documentation Type

OK

Cancel

Topic

OK

Cancel

Technology

OK

Cancel

Software Tools

OK

Cancel

IDE Framework or Engine

OK

Cancel

Hardware

OK

Cancel

Applied Filters

In this paper, we propose multi-pass lazy build (MPLB), an algorithm for real-time ray tracing that resolves this problem with an extended programming model called traversal shader

This article contains the online version of the Release Notes for the Intel® Graphics Performance Analyzers (Intel® GPA). You'll find system requirements, installation instructions, issues and limitations, and legal information for the product.

This article contains the online version of the Release Notes for the Intel® Graphics Performance Analyzers.

In this paper, we introduce QW-Net, a neural network for image reconstruction, in which close to 95% of the computations can be implemented with 4-bit integers.

This sample demonstrates a number of deferred rendering techniques.

The Tone Mapping sample demonstrates how to use high dynamic range (HDR) rendering with tone mapping effect with OpenCL™ technology.

In this paper we extend coarse pixel shading with a temporal supersampling scheme that notably improves image quality and provides substantial reduction in shading cost compared to checkerboard rendering.

Producers Note: We realize we have pronounced Kawase-san’s name incorrectly in this video and are working on a reshoot. So, we’ve got a good Gaussian blur implementation but our “getting-hit” in-game effect requires a large blur kernel and our target hardware is a high res mobile device. Gaussian is still a bit too expensive, can we do better? introduced by Masaki Kawase in his GDC2003 presentation “Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)”. Initially used for Bloom effect, it can be generalized to closely match Gauss in appearance.

Massive monster won the Best Physics category in the 2015 Intel® Level Up Game Developer Contest. The Super Adventure Pals series is back for another action-packed story, and this time the stakes are higher, the characters are wackier, and the pets are "giraffeier". Ride your giraffe across an open world, discover secrets, bash up some baddies and enter a colorful world of laughter and adventure. Learn more about Super Adventure Pals: http://bit.ly/22sHVgB Learn about and enter the 2016 Intel® Level Up Game Developer Contest: http://intel.ly/1pluAWe

This demo showcases Fallout 4 integrating natively with the Intel® RealSense™ Technology using ItSeez3D to create the facial scan and Uraniom to integrate the players face into the avatar. To learn more about ItSeez3D: http://bit.ly/1U2wuaN To learn more about Uraniom: http://bit.ly/1LC520X Download the RealSense SDK: http://intel.ly/1TBN6WK

The winner of the best visuals category was Inua from the SMU Guildhall! Inua is a 3D single-player action puzzler in which players use ice and fire to manipulate their environment, utilize enemies, and progress through an ancient, mysterious temple. The player takes the role of a young woman named Kaya, who ventures into the temple of a nature goddess. Kaya must obtain her totem element—an external expression of her nature that each individual in her tribe must achieve. To her surprise, she obtains control of both ice and fire. Presented with more questions than answers at the start of her spiritual journey, Kaya’s adventure continues to the highest terrace, the Elemental Temple. Learn about SMU Guildhall: http://bit.ly/22wiL0L Learn about the Intel® University Games Showcase: http://intel.ly/1PvDm8J

Corey Warning demos the new game from Jumpdrive Studios XO. HE also talks about Being an Intel Innovator and the Portland Indie Game Squad. To learn more about Pigsquad: http://bit.ly/1MjFLIQ To learn more about Jumpdrive Studios: jmpdrv: http://bit.ly/1SdRJmq Learn about the Intel Software Innovator Program: Intel Software Innovator: http://intel.ly/25gGtwJ