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Desenvolvendo Jogos 3D para Windows* 8 com C++ e Microsoft DirectX*

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Authored by admin Last updated on 12/20/2018 - 09:48
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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
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游戏公司借助英特尔® Sample Code 加速发展

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimze our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Authored by Last updated on 01/18/2019 - 15:55
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保守形态抗锯齿 (CMAA) - 2014 年 3 月更新

本文摘自英特尔公司的 Leigh Davies 在 IDZ 发表的一篇博文,重点介绍了 Leigh 及其同事 Filip Strugar 被称为保守形态抗锯齿的全新抗锯齿技术工作成果。 以下为博文内容以及可供您检查的项目 

Authored by Leigh D. (Intel) Last updated on 12/28/2018 - 12:26
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DirectX 12 技术白皮书

DirectX 12 技术白皮书
Authored by Sheng G. (Intel) Last updated on 01/15/2019 - 16:37
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Microsoft DirectX* 12 中资源绑定的性能考虑因素

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
Authored by admin Last updated on 01/29/2019 - 15:00
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循序渐进:使用 LEGO* Minifigures Online 创建更好的游戏

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
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使用 OpenGL* ES 3.1 面向 Android* 的自适应体积阴影图

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
Authored by Filip Strugar (Intel) Last updated on 01/24/2018 - 12:12
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已归档 - 将英特尔® 实感™ SDK 面部扫描应用于 3D 网格

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*.
Authored by Last updated on 12/28/2018 - 14:55
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每位游戏开发人员都应了解的 Windows 10* 特性

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.
Authored by Last updated on 12/20/2018 - 09:48