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Graphics Performance Analyzers: Which Tools Are Available on My Platform?

Graphics Performance Analyzers are the premier tools for optimizing games on Microsoft Windows* OS. Graphics Performance Analyzers also support the analysis of games on Intel phones and tablets running the Google* Android*; and games running Ubuntu OS. This article describes the different platforms for the product, and how to download the product.
Autor: Neal Pierman (Intel) Zuletzt aktualisiert am 02.09.2015 - 14:02
Article

Using Graphics Performance Analyzers with ARM*-Based Android* Devices

Graphics Performance Analyzers offer support for many Android phones and tablets based on the ARM* architecture. See below for the full list of supported devices.

Autor: Liudmila Mantrova (Intel) Zuletzt aktualisiert am 02.09.2015 - 13:58
Article

Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays

Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. Naïve stereo rendering effectively doubles the computational burden of image synthesis, and thus it is desirable to reuse as many computations as possible between the stereo image pair. Computing a single radiance for a point on a surface, to be used…
Autor: Robert Toth (Intel) Zuletzt aktualisiert am 02.09.2015 - 10:36
Article

Multi-OS Engine - OpenGL sample

This article describes the OpenGLBox sample in the Multi-OS Engine, a beta feature o

Autor: Ilya Aleshkov Zuletzt aktualisiert am 02.09.2015 - 08:54
Article

Getting RealSense 3D Characters into Your Game Engine

Lee Bamber describes how you can scan a person with your front facing Intel RealSense 3D camera, generate a 3D character, and place this character in a virtual 3D world on your device.
Autor: ALEXEY K. (Intel) Zuletzt aktualisiert am 02.09.2015 - 04:44
Article

Ottenere personaggi in 3D con RealSense nel proprio motore di gioco

Lee Bamber describes how you can scan a person with your front facing Intel RealSense 3D camera, generate a 3D character, and place this character in a virtual 3D world on your device.
Autor: ALEXEY K. (Intel) Zuletzt aktualisiert am 02.09.2015 - 04:34
Article

Mouse / Touch Mode Detection on Windows® 10 and Windows* 8

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Autor: Seung-Woo Kim (Intel) Zuletzt aktualisiert am 01.09.2015 - 13:31
Article

Strategies for App Communication between Windows* 8 UI and Windows* 8 Desktop

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Autor: Brad Hill (Intel) Zuletzt aktualisiert am 01.09.2015 - 12:22
Article

Introduzione al Resource Binding in Microsoft DirectX* 12

In DirectX 12, Microsoft reduced resource overhead to improve application efficiency, cutting CPU usage by more than half. This decreases energy consumption and allows gamers a longer play time on mobile devices. Wolfgang Engel of Confetti describes the new resource binding mechanisms that developers will need for managing and tracking resources with DirectX 12.
Autor: ALEXEY K. (Intel) Zuletzt aktualisiert am 01.09.2015 - 08:32
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