I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK. If you're able to come, the talk will be at 16:00 on Thursday. I'll be giving a live demo of the technique during the talk, which always adds an element of fun if only because of the inevitable risks involved!
Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is a need for high-quality interperspective antialiasing. We present a specialized algorithm for effcient multi-view image generation from a camera line using ray tracing, which builds on previous methods for multi-dimensional adaptive sampling and reconstruction of light fields. We introduce multiview silhouette edges to detect sharp geometrical discontinuities in the radiance function. These are used to signi cantly improve the quality of the reconstruction. In addition, we exploit shader coherence by computing analytical visibility between shading points and the camera line, and by sharing shading computations over the camera line.
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Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
This article presents a method that can be used to perform muxing of encoded media generated by Intel® Media SDK. It details how to use the audio/video codec components of Intel® IPP samples to create a muxing solution.
The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
SONAR* is Cakewalk's technology-leading digital audio workstation and runs natively on Intel® Core™ platforms. SONAR's processing of audio buffers for mixing and DSP as well as various data and bit depth conversions was updated to use Intel® AVX.
when compiling my project with MSVC++ 2005 and the latest Media SDK 3 beta, I'm getting these warnings: