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Conservative Morphological Anti-Aliasing (CMAA)

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

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...

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...

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 ....

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