Article

Enable Billions of Colors with 10-Bit HEVC

Download example code and learn about 10-bit HEVC and the BT.2020 standard so you can get started writing software that supports 10-bit HEVC.
Authored by Nikhil R. (Intel) Last updated on 07/06/2019 - 20:30
Article

Resource Sharing

The sample that demonstrates how to use the Microsoft Direct3D* and Intel® SDK for OpenCL™ Applications together. Specifically, the sample integrates data processing using the OpenCL technology on the Intel Processor Graphics and rendering with Microsoft® DirectX* while featuring no memory overhead interoperability.
Authored by Last updated on 09/18/2019 - 16:55
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

Order-Independent Transparency Approximation with Raster Order Views (Update 2017)

Download Original Sample 

Authored by Leigh D. (Intel) 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
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
Blog post

Cloud Rendering Sample Updated

An update to the cloud rendering samples with several improvements.
Authored by Last updated on 11/13/2019 - 21:19
Blog post

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Authored by Last updated on 11/13/2019 - 21:19