Blog post

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Authored by Last updated on 01/16/2019 - 10:14
Blog post

Debug Intel® Transactional Synchronization Extensions

If printf or fprintf functions cause transaction aborts, use Intel® Processor Trace as a work-around.
Authored by Roman Dementiev (Intel) Last updated on 07/04/2019 - 17:00
Blog post

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Authored by Matthew Fife (Intel) Last updated on 11/13/2019 - 21:19