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Use Unreal Engine* Particle Effects on the CPU

This article illustrates the Unreal Engine* CPU particle effect through the example of the game Sinner

What Can We Learn from the Intel SPMD Program Compiler?

We have added a new simple SGEMM example to the Intel® SPMD Program Compiler GitHub* repo. The Intel® SPMD Program Compiler is colloquially referred to as “ISPC”, as in the compiler’s executable name “ispc.exe”. The new SGEMM sample is...

Conservative Morphological Anti-Aliasing (CMAA)

Published on March 18, 2014, updated November 14, 2018By Filip Strugar

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original

Code Sample: Conservative Morphological Anti-Aliasing Version 2 (CMAA2)

Published on September 6, 2018

Files(s): Download License: CMAA2 is licensed under Apache* License 2.0. Optimized for...   OS: 64-bit Windows® 10 Hardware: GPU required Software:...

Code Sample: Dynamic Checkerboard Rendering Using Microsoft DirectX* 12

The accompanying sample code demonstrates both CBR and DRR and provides a base implementation in a forward rendering pipeline; additionally, the accompanying white paper describes an implementation in a deferred rendering pipeline. While our focus was on integrated graphics processing units (GPUs...

C#JobSystem unity

Code Sample: New Unity* Entity Component, C# Job System, and Burst Compiler

Published on June 1, 2018

The new C# job system and entity component system from Unity* don’t just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this...

Merging Masked Occlusion Culling Hierarchical Buffers for Faster Rendering

The article and code sample are an addition to the preceding work by Andersson et al. that addresses many of these problem cases by splitting a scene into multiple buffers that better fit local dynamic ranges of geometry and that can be computed concurrently. We then augment the algorithm's discard...

Grayscale in game output

Code Sample: Merging Masked Occlusion Culling Hierarchical Buffers

Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. Masked Software Occlusion Culling [J. Hasselgren, M. Andersson, T. Akenine-Möller] presented a novel algorithm optimized for SIMD-capable CPUs that...

Order-Independent Transparency Approximation with Raster Order Views (Update 2017)

Published on January 5, 2015, updated December 18, 2017By Leigh D.

Download Original Sample  Download Update

This is an update to the original sample from 2014, the update has two main changes compared to the previous code along with updating the samples to compile with the most recent versions of the...

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Use the Intel® SPMD Program Compiler for CPU Vectorization in Games

Migrate highly vectorized GPU compute kernels to CPU code using the Intel® SPMD Program Compiler (commonly referred to in previous documents as ISPC). Includes a link to a Github code sample to help you utilize spare CPU cycles to create a richer gaming experience.

Adaptive Screen Space Ambient Occlusion

Published on November 9, 2016, updated February 13, 2017By Filip Strugar

This article introduces a new implementation of the effect called adaptive screen space ambient occlusion (ASSAO), which is specially designed to scale from low-power devices and scenarios up to high-end desktops at high resolutions, all under one implementation with a uniform look, settings, and...

Unreal Engine* 4: Setting Up Destructive Meshes

The following is a quick guide on getting a PhysX* Destructible Mesh (DM) working setup in an Unreal Engine* 4 (UE4*) project. This guide is primarily based on personal trial and error; other methods may exist that work better for your project. See official documentation for tutorials on fracturing...

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