Direct3D* 12 概述 作者： Michael Coppock
Wolfgang Engel, CEO of Confetti, describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs, folowing the release of Windows* 10 and the 6th generation Intel® Core™ processor family (code-name Skylake). Microsoft DirectX* 12
Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
Learn how to use the Intel® RealSense™ SDK to scan and map a user’s face onto an existing 3D character model. The face mapping sample uses the 3D Scan module to scan the user's face and then map it onto an existing 3D head model. This technique does a "stone face" mapping that is not rigged or currently capable of animating. The code is written in C++ and uses DirectX*.
With UWP apps, Windows 10 ties together a wide variety of potential gaming platforms, with all platforms running variants of the same system and the apps delivered by the same store. Meanwhile, for other PC games, support provided for Steam* makes it even stronger than before. Whichever distribution works for your game, DirectX* 12 brings new life to games with significantly increased power.
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!
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...
为帮助把握此次机会，同时充分利用内置于现代 CPU 内核中的单指令多数据 (SIMD) 矢量单元，我们基于开源 Khronos* SPIRV-Cross 项目，开始开发一款原型转换器，它将以标准可移植中间表示 (SPIR-V1) 为输入，生成英特尔® SPMD 程序编译器 (ISPC) 内核为输出。
本文介绍了如何实现更高的性能、质量改进、与多示例抗锯齿 (MSAA) 的可选集成以及在提供相应支持的图形处理单元 (GPU) 上的异步利用。本文还介绍了抗锯齿 (AA) 后处理技术的一些弱点，回顾了这些技术可有效运行及有时对 MS