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Funcom Collaboration to Maximize Intel® Iris™ Graphics Benefit

Intel announced today that it has been working with Funcom to enhance the visual effects in its Windows* and Android* versions of

Authored by Randi Rost (Intel) Last updated on 06/14/2017 - 16:30

Rasterizer Order Views 101: a Primer

One of the new features of DirectX* 12 is Rasterizer Ordered Views, which allow read/write access to resources, such as buffers, textures, and texture arrays, without multisampling from multiple threads and without generating memory conflicts through the use of atomic functions. This feature means resources created with Unordered Access Views (UAV) can mark in the pixel shader code certain...
Authored by Leigh D. (Intel) Last updated on 06/07/2017 - 12:27

Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1

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 06/07/2017 - 12:22

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Authored by Last updated on 06/07/2017 - 12:25
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