Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Authored by Juanbin L. (Intel) Last updated on 08/30/2018 - 10:47
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 07/06/2019 - 20:30
Blog post

Let's Render Some Foliage

This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Authored by Last updated on 05/03/2019 - 14:19
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 05/03/2019 - 14:50
Article

Shadow Mapping Algorithm for Android*

Downloads

 

Shadow Mapping Algorithm for Android* [PDF 440KB]

 

Authored by Stanislav P. (Intel) Last updated on 01/24/2018 - 12:12
Article

Sparse Procedural Volumetric Rendering

Download Source Code ZIPfile

Authored by Last updated on 05/03/2019 - 13:47
Article

Multi-Adapter Support in DirectX* 12

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
Authored by admin Last updated on 05/03/2019 - 16:13
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 01/02/2019 - 12:40
Article

Using Vulkan* Graphics API to Render a Cloud of Animated Particles in Stardust Application

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different region of a vertex buffer so that each draw could be a unique piece of geometry.
Authored by Last updated on 03/28/2019 - 09:57
Article

Advanced Rendering Techniques and Code Samples GPU Pro 7

MSAA provides a neat way to reduce pixel shading without sacrificing image quality. Recently, researchers at Intel came up a with a technique called Coarse Pixel Shading that works like MSAA, Andrew Lauritzen at Intel, had come up with a clever way a few years ago to enable MSAA and deferred shading. We extended his ideas to enable Coarse Pixel Shading in the deferred rendering set-up. With our...
Authored by Last updated on 05/03/2019 - 15:53