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Panoply: Low-TCB Linux* Applications with Intel® SGX Enclaves (Project Site)

We present a new system called Panoply which bridges the gap between the Intel® Software Guard Extensions (Intel® SGX)-native abstractions and the standard OS abstractions which feature-rich, commodity Linux* applications require.

Contents include Panoply overview; Before we begin with Panoply; Intel SGX Setup; Running sample code from Intel SGX SDK; Panoply demo; Case studies and benchmarks; FAQs; Publications; Contact; Acknowledgements.

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    ISPC DirectX Graphics Samples on GitHub

    ISPC is the Intel SPMD Program Compiler that compiles C style compute kernels into vectorised CPU instructions. The compiled functions can be called directly from within your application code and can be passed data in the normal ways. ISPC is open source and targets different vector instruction backends such as Intels AVX2, AVX1 and SSE4 etc. It is not an auto vectorising compiler, but instead it relies on some keywords and new looping constructs to control how algorithms should be parallelized, whilst utilising a high level language to deliver low-level performance gains.

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    Fast ISPC Texture Compressor on GitHub

    State of the art texture compression for BC6H, BC7, ETC1, ASTC and BC1/BC3. Uses ISPC compilerSee Fast ISPC Texture Compressor article for more detail.

    Supported compression formats:

    • BC6H (FP16 HDR input)
    • BC7
    • ASTC (LDR, block sizes up to 8x8)
    • ETC1
    • BC1, BC3 (aka DXT1, DXT5)
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    Adaptive Screen Space Ambient Occlusion (ASSAO) on GitHub

    Demo solution is in /ASSAO.sln and requires Visual Studio 2015 to build

    Pre-built demo binary is in /Projects/ASSAO/ASSAO.exe

    All files required to port/implement the effect are in https://github.com/GameTechDev/ASSAO/tree/master/Projects/ASSAO/ASSAO (ASSAO.h, ASSAODX11.cpp and ASSAO.hlsl) and the complete usage example is in https://github.com/GameTechDev/ASSAO/blob/master/Projects/ASSAO/ASSAOWrapperDX11.cpp

    To embed the shader source into the compiled binary, the 'USE_EMBEDDED_SHADER' in the ASSAOWrapperDX11 line 35 approach can be used. In that case, ASSAO.h, ASSAOdX11.cpp and ASSAO_shader.c (generated when you build sample Release) are required for implementing the effect.

    For details please go to: https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion

    For any questions please feel free to contact the author at filip.strugar@intel.com

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    Masked Occlusion Culling on GitHub

    This code accompanies the research paper "Masked Software Occlusion Culling", and implements an efficient alternative to the hierarchical depth buffer algorithm. Our algorithm decouples depth values and coverage, and operates directly on the hierarchical depth buffer. It lets us efficiently parallelize both coverage computations and hierarchical depth buffer updates.

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    Software Occlusion Culling Sample Application on GitHub

    The technique used in this sample divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE) and Advanced Vector Extensions (AVX) instruction sets and multi-threading to achieve up to 8X performance speedup compared to a non-culled display of the sample scene.

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    API without Secrets: Introduction to Vulkan on Github

    Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

    https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

    By Pawel Lapinski. Special thanks to Slawomir Cygan for help and for patiently answering many, many questions!

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