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Depth Buffer Compression for Stochastic Motion Blur Rasterization

Previous depth buffer compression schemes are tuned for compressing depths values generated when rasterizing static triangles. They provide generous bandwidth usage savings, and are of great importance to graphics processors. However, stochastic rasterization for motion blur and depth of field is becoming a reality even for real-time graphics, and previous depth buffer compression algorithms fail…
Autor: Magnus Andersson (Intel) Zuletzt aktualisiert am 07.07.2015 - 10:36
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Open Source - Tools & Resources

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:36
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Open Source - Academic Research

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:36
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Open Source - Ecosystem

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:36
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Open Source - Standards

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:36
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Open Source - Building Blocks

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:35
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Open Source - Linux* Kernel

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:34
Article

Adaptive Transparency, HPG 2011

Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits consistent performance. The key contribution of our method is an adaptively compressed visibility representation that can be efficiently constructed and queried while rendering…
Autor: Marco Salvi (Intel) Zuletzt aktualisiert am 07.07.2015 - 10:33
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Open Source on Intel

Autor: admin Zuletzt aktualisiert am 07.07.2015 - 10:32
Article

Spark: Modular, Composable Shaders for Graphics Hardware

We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Autor: Tim Foley (Intel) Zuletzt aktualisiert am 07.07.2015 - 10:31
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