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.
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.
This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
Photo-realistic rendering requires accurate simulation of light propagation according to physics laws. The best known way to solve this problem is Monte Carlo ray tracing. We describe a state-of-the-art photo-realistic Monte Carlo rendering engine.
Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
IMMERSE YOURSELF IN SUBRAY
This article provides some tips for optimizing performance and power usage in applications developed using Intel® RealSense™ technology.
Discover some of the helpful tips and tricks for optimizing your next Unity* title. Find links to development guides, videos, and samples!
Innovative Features Improve Visual Quality in Video Apps