Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

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

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

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

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Authored by JOHN V. (Intel) Last updated on 01/24/2018 - 12:12
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Authored by admin Last updated on 01/24/2018 - 12:12
Article

Сравнение методов наложения теней с помощью Shadow Explorer

Тени реализованы в абсолютном большинстве современных игр. Приложении Shadow Explorer позволяет пользователю сравнить четыре наиболее популярных алгоритма наложения теней и, настраивая параметры, проследить возникающие эффекты в реальном времени.
Authored by Quentin Froemke (Intel) Last updated on 01/24/2018 - 12:12
Article

Direct3D* 12 - Console API Efficiency & Performance on PCs

An Overview of Direct3D* 12 By: Michael Coppock

Authored by Coppock, Michael J (Intel) Last updated on 05/30/2018 - 07:40
Article

Эффективность и Производительность Консольных API на ПК

Общие сведения о Direct3D* 12 By: Michael Coppock

Authored by Last updated on 05/30/2018 - 07:40
Article

Direct3D* 12 — 提高 PC 上的控制台 API 效率和性能

Direct3D* 12 概述 作者: Michael Coppock

Authored by Coppock, Michael J (Intel) Last updated on 05/30/2018 - 07:40
Article

Brick by Brick: Building a Better Game with LEGO* Minifigures Online

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.
Authored by Landyn Pethrus (Intel) Last updated on 05/30/2018 - 07:00
Article

Transformada rápida de Fourier para procesar imágenes en 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 05/30/2018 - 07:40