Article

Archived - User Experience Guidelines for an Intel® RealSense™ Application

User experience (UX) guidelines exist for the implementation of Intel® RealSense™ technology in applications. We developed an application to help you visualize and implement the unique UX requirements necessary when design for the Intel® RealSense™ technologies. Source code for the application is available for download.
Authored by Meghana Rao (Intel) Last updated on 12/13/2018 - 14:10
Article

Enable Billions of Colors with 10-Bit HEVC

Download example code and learn about 10-bit HEVC and the BT.2020 standard so you can get started writing software that supports 10-bit HEVC.
Authored by Nikhil R. (Intel) Last updated on 07/06/2019 - 20:30
Article

Resource Sharing

The sample that demonstrates how to use the Microsoft Direct3D* and Intel® SDK for OpenCL™ Applications together. Specifically, the sample integrates data processing using the OpenCL technology on the Intel Processor Graphics and rendering with Microsoft® DirectX* while featuring no memory overhead interoperability.
Authored by Last updated on 09/18/2019 - 16:55
Article

Asteroids and DirectX* 12: Performance and Power Savings

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!
Authored by Last updated on 11/13/2019 - 21:19
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 11/13/2019 - 21:19
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 11/13/2019 - 21:19
Article

Tiling Format for Intel® Iris™ Graphics Extension for Instant Access

This sample demonstrates how to properly access the memory from the CPU to maintain performance with the sample code for computing the tiled addressing scheme. This sample has been updated to include support for the MAP_TILE_TYPE_TILE_Y_NO_CSX_SWIZZLE format.
Authored by David Bookout (Intel) Last updated on 11/13/2019 - 21:19
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Authored by Last updated on 11/13/2019 - 21:19
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 11/13/2019 - 21:19
Article

Order-Independent Transparency Approximation with Raster Order Views (Update 2017)

Download Original Sample 

Authored by Leigh D. (Intel) Last updated on 11/13/2019 - 21:19