Article

Threaded Cross-Platform Game Development

Parallel execution is key to achieving high performance gaming on modern processors, which are increasingly moving to multi-core.
Authored by Last updated on 01/24/2018 - 12:12
Article

Carry Small, Game Large

Authored by Last updated on 05/09/2019 - 13:08
Article

Ocean Fog using Direct3D* 10

Introduction
Authored by Last updated on 01/24/2018 - 12:12
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Authored by admin Last updated on 08/01/2019 - 09:30
Article

2 Joint Knee Setup

Authored by Last updated on 10/23/2018 - 11:33
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
Article

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Authored by admin Last updated on 01/03/2019 - 17:47
Article

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Authored by Last updated on 05/03/2019 - 13:48
Article

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Authored by Last updated on 05/03/2019 - 14:40
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 Last updated on 05/03/2019 - 13:30