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Icon for Dynamic Checkerboard Rendering Code Sample

Checkerboard Rendering (CBR) and Dynamic Resolution Rendering (DRR) on GitHub

Last updated: October 8, 2018

This repository contains a straight forward integration of CBR and DRR into the DX12 MiniEngine. An indepth explanation of CBR and the algorithms...

Conservative Morphological Anti-Aliasing version 2 (CMAA2)

Conservative Morphological Anti-Aliasing version 2 (CMAA2) on Github

Last updated: October 3, 2018

This repository contains implementation of CMAA2, a post-process anti-aliasing solution focused on providing good anti-aliasing while minimizing...

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Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

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

Published on September 6, 2018By Filip S.

Files(s):DownloadLicense:CMAA2 is licensed under Apache* License 2.0.Optimized for... OS:64-bit Windows® 10...

Code Sample: API Without Secrets: The Practical Approach to Vulkan*

Learn what resources are needed and how to organize them to efficiently generate and display a single frame of animation in the Vulkan API.

Code Sample: Lightmapping code for prefabs in Unity*

Attach this script as a component to any prefab you might want to lightmap. From the editor window inside Unity you can setup a scene with proper...

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...

Intel® Multicore Enterprise VR Experience: Integrating Crowd Simulations into Mixed Reality

Developing experiences in virtual reality (VR) is a fun and exciting journey, and without the proper tools or a helping hand it can become quite...

Code Sample: MRHand.cs Script for Input in Native UWP Unity* Apps with Motion Controllers.

Attach this script as component to a gameobject in Unity. After setting up a Tracked Pose Driver component in the gameobject to the correct device...

Rendering Objects in Parallel Using Vulkan* APIs

To help experienced pro and indie developers prepare for Vulkan, this article walks through the code of a sample app that renders multiple .fbx and ....

Code Sample: Rendering Objects in Parallel Using Vulkan* APIs

Published on July 2, 2018

This code and accompanying article (see References below) discuss the process of rendering multiple FBX (Filmbox) and OBJ (Wavefront) objects using...

Multi-core-CPP

Using Modern C++ Techniques to Enhance Multi-core Optimizations

Published on June 25, 2018

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle...

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