Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Authored by Christopher Owens (Intel)
Introduction

by Matt McClellan and Kipp Owens

Last updated on 07.11.2014 - 09:31

Achieving Performance: An Approach to Optimizing a Game Engine

Authored by

by Will Damon

Last updated on 03.11.2014 - 10:43

Graduate Intern at Intel - Parallel Mandelbrot

Authored by dcfrogle

Three years ago, as I was finishing my undergraduate degree, I was hired as an intern at Intel to work with the Intel Software College.

Last updated on 13.08.2013 - 11:39

Ocean Fog using Direct3D* 10

Authored by Chuck De Sylva (Intel)

Introduction

Last updated on 28.10.2014 - 16:16

Rendering grass with Instancing in DirectX* 10

Authored by admin
Introduction

Last updated on 28.10.2014 - 16:08

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

Authored by eric-sardella (Intel)
This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the next-generation Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies. Last updated on 17.11.2014 - 09:41

Real-Time Parametric Shallow Wave Simulation

Authored by JOHN V. (Intel)
The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10. Last updated on 12.11.2014 - 12:05

Come and See GPA 2.1 at IDF (San Francisco)

Authored by Chris Cormack (Intel)

If you are headed to IDF in San Francisco - stop and get a demo of GPA 2.1 on September 22nd or 23rd (Tuesday or Wednesday).

Last updated on 13.08.2013 - 11:41

GPA 2.1 Feature Highlight: Configurable X and Y Axes in the Bar Chart

Authored by Chris Cormack (Intel)

In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart.

Last updated on 13.08.2013 - 11:43

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

Authored by admin
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them. Last updated on 15.11.2014 - 18:29