Article

Asteroids and DirectX* 12: Performance and Power Savings

Initially shown at SIGGRAPH 2014, Intel's Asteroids code sample uses the Microsoft DirectX* 12 graphics API to render a scene of 50,000 fully dynamic and unique asteroids in two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. Get the sample here!
Authored by Last updated on 11/13/2019 - 21:19
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Authored by Last updated on 11/13/2019 - 21:19
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Authored by Leigh D. (Intel) Last updated on 11/13/2019 - 21:19
Article

Forward Clustered Shading

 

 

Authored by Last updated on 11/13/2019 - 21:19
Article

Conservative Morphological Anti-Aliasing (CMAA)

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
Authored by Filip Strugar (Intel) Last updated on 11/15/2019 - 13:55
Article

Fast Fourier Transform for Image Processing in DirectX* 11

This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared Local Memory) is the second technique and is a more memory-bandwidth-efficient method, showing...
Authored by Last updated on 11/19/2019 - 14:39