New Game Technology Development Intel® HD Graphics Samples from GDC 2013

Authored by Jerry Makare (Intel)

Introduction to featured GDC demo samples available for download at software.intel.com/gamecode - short screen capture accompanied by a description of the sample and technique used.

Last updated on 10/29/2014 - 10:31

DirectX11 Extensions for Intel® 4th Generation Core™ at GDC 2013

Authored by Jerry Makare (Intel)

Graphics Product Planner Matt Ployhar demonstrates code samples for DirectX11 Extensions for Intel® 4th Generation Core™ (codename Haswell) and Codemaster’s Grid 2 game at GDC 2013.

Last updated on 09/06/2013 - 18:26

2013 Adaptive Volumetric Shadow Mapping Graphics Sample

Authored by Jerry Makare (Intel)

This demo of the Adaptive Volumetric Shadow Mapping Graphics Sample allows you to efficiently render complex effects like smoke that accurately receive self-shadows and correctly cast shadows.

Last updated on 10/28/2014 - 12:12

2013 Gaming Technology Samples Overview

Authored by Jerry Makare (Intel)

This video is an overview of all the 2013 Graphics Samples that are available for download

Last updated on 10/23/2013 - 15:37

Adaptive Volumetric Shadow Maps

Authored by Marco Salvi (Intel)
As presented at Siggraph 2010, this code sample introduces adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. Last updated on 12/15/2014 - 14:10

Funcom Collaboration to Maximize Intel® Iris™ Graphics Benefit

Authored by Randi Rost (Intel)

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

Last updated on 03/04/2015 - 17:03