Intel Developer Zone Articles

12:04 PM PST
Java* Parser for Depth Photo
By Yu B. (Intel)Posted 12/21/20150
The Java parser for depth photo parses eXtensible Device Metadata (XDM) image files and extracts metadata embedded in image files to generate XML files. In addition, this app analyzes XML files to extract color image data and depth map data. It is a fundamental building block for depth photograph...
9:48 PM PDT
Intel® System Studio: Samples and Tutorials
By Naveen Gv (Intel)Posted 09/02/20150
Collection of Code Samples and Tutorials for Intel® System Studio.
12:59 PM PDT
Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1
By Filip Strugar (Intel)Posted 08/06/20150
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
4:41 AM PDT
Tutorial: Using Intel® GPA to improve the performance of your Android* game
By TRAPPER M. (Intel)Posted 08/06/20150
This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of ...
3:23 AM PDT
Threading Intel® Integrated Performance Primitives Image Resize with Intel® Threading Building Blocks
By Jeffrey M. (Intel)Posted 04/08/20150
Threading Intel® IPP Image Resize with Intel® TBB.pdf (157.18 KB) :Download Now   Introduction The Intel® Integrated Performance Primitives (Intel® IPP) library provides a wide variety of vectorized signal and image processing functions. Intel® Threading Building Blocks (Intel® TBB) adds simpl...
2:39 PM PDT
Sierpiński Carpet in OpenCL* 2.0
By Robert I. (Intel)Posted 10/29/20140
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0 wap_tms = {}; Prerequisites:       A laptop or a workstation with the 5th Generation Intel® Core™ Processor OpenCL™ Drivers and Runtimes for Intel® Architecture Intel® SDK for OpenCL™ Appl...
12:03 PM PDT
Efficient Order-Independent Transparency on Android* Using Fragment Shader Ordering
By Leigh D. (Intel)Posted 10/28/20140
Download Sample Code ZIPfile Introduction This sample demonstrates the use of the extension GL_INTEL_fragment_shader_ordering, which is written against the OpenGL* 4.4 core profile and GLES 3.1 specifications. The minimum OpenGL version required is 4.2 or ARB_shader_image_load_store. The extens...
10:32 AM PDT
Deferred Rendering for OpenGL* ES3.0 on Android*
By Kyle Weicht (Intel)Posted 06/30/20140
This article outlines how you can efficiently implement rendering techniques on mobile devices using OpenGL* ES such as: forward rendering, deferred lighting (light pre-pass) and deferred shading.
10:29 AM PDT
Tessellation for OpenGL ES 3.1 on Android
By Kyle Weicht (Intel)Posted 06/30/20142
This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics.
7:21 PM PDT
Android* Texture Compression - a comparison study with code sample
By CRISTIANO F. (Intel)Posted 05/29/20142
This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
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