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Intel® Galileo Board Get Started Guide

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Autor: vincent-scotto (Intel) Zuletzt aktualisiert am 01.07.2015 - 13:59
Forum topic

LNK2005 error when compiling for Debug x64 (mixed C++/Fortran)

Hi all, I'm attempting to recompile a mixed C++/Fortran project for a x64 platform / Debug configuration but keep running into a LNK2005 error.

Autor: Vincent S. Zuletzt aktualisiert am 01.07.2015 - 14:04
Forum topic

Wrong calculation results on Intel(R) HD Graphics 4600

Hi,

Autor: Joseph A. Zuletzt aktualisiert am 01.07.2015 - 13:54
Forum topic

EXPRESSION_HEAD_TILT_LEFT doesn't work

Hi,

I am not sure why head_tilt_left doesn't work. I have attached a photo that shows it is not working.  Any idea why is that?

Autor: Mona J. Zuletzt aktualisiert am 01.07.2015 - 14:15
Article

Practical Layered Reconstruction for Defocus and Motion Blur

We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on graphics processors, albeit at increased memory usage. We show performance gains of 2 - 5x with an…
Autor: Jon Hasselgren (Intel) Zuletzt aktualisiert am 01.07.2015 - 14:19
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Intel Rendering Research

Autor: admin Zuletzt aktualisiert am 01.07.2015 - 14:27
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Intel Rendering Research - Researches

Autor: admin Zuletzt aktualisiert am 01.07.2015 - 14:27
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Intel Rendering Research - Publications

Autor: admin Zuletzt aktualisiert am 01.07.2015 - 14:27
Documentation

Cordova for Windows Phone 8 Build Options von Intel® XDK Documentation

This topic describes Cordova app settings and configuration build file options for Microsoft Windows Phone* 8 builds.
Zuletzt aktualisiert am 01.07.2015 - 14:28
Article

Coarse Pixel Shading

We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture…
Autor: Marco Salvi (Intel) Zuletzt aktualisiert am 01.07.2015 - 14:28
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