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Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

Authored by Christopher Owens (Intel) Last updated on 06/01/2017 - 11:16
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Authored by Last updated on 06/07/2017 - 12:15
Blog post

A guide to optimizing graphics and games for Intel® Atom™ based platforms

Ron and I just finished up the first revision of the Intel® Atom™ processor graphics developers guide.

Authored by Orion Granatir (Intel) Last updated on 06/14/2017 - 16:31
Blog post

Graduate Intern at Intel - Parallel Mandelbrot

Three years ago, as I was finishing my undergraduate degree, I was hired as an intern at Intel to work with the Intel Software College.

Authored by dcfrogle Last updated on 06/14/2017 - 16:43
Article

Ocean Fog using Direct3D* 10

Introduction
Authored by Last updated on 06/07/2017 - 12:13
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Authored by admin Last updated on 04/26/2017 - 14:35
Article

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies.
Authored by eric-sardella (Intel) Last updated on 06/07/2017 - 10:55
Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Authored by JOHN V. (Intel) Last updated on 06/01/2017 - 11:16
Blog post

GPA 2.1 Feature Highlight: Configurable X and Y Axes in the Bar Chart

In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart.

Authored by Chris Cormack (Intel) Last updated on 06/14/2017 - 16:28
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Authored by Andrew Lauritzen (Intel) Last updated on 06/07/2017 - 12:28
For more complete information about compiler optimizations, see our Optimization Notice.