Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Authored by Christopher Owens (Intel)
Introduction

by Matt McClellan and Kipp Owens

Last updated on 11/07/2014 - 09:31

Achieving Performance: An Approach to Optimizing a Game Engine

Authored by

by Will Damon

Last updated on 11/03/2014 - 10:43

Graduate Intern at Intel - Parallel Mandelbrot

Authored by dcfrogle

Three years ago, as I was finishing my undergraduate degree, I was hired as an intern at Intel to work with the Intel Software College.

Last updated on 08/13/2013 - 11:39

Ocean Fog using Direct3D* 10

Authored by Chuck De Sylva (Intel)

Introduction

Last updated on 10/28/2014 - 16:16

Rendering grass with Instancing in DirectX* 10

Authored by admin
Introduction

Last updated on 10/28/2014 - 16:08

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

Authored by eric-sardella (Intel)
This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the next-generation Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies. Last updated on 11/17/2014 - 09:41

Real-Time Parametric Shallow Wave Simulation

Authored by JOHN V. (Intel)
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. Last updated on 11/12/2014 - 12:05

Come and See GPA 2.1 at IDF (San Francisco)

Authored by Chris Cormack (Intel)

If you are headed to IDF in San Francisco - stop and get a demo of GPA 2.1 on September 22nd or 23rd (Tuesday or Wednesday).

Last updated on 08/13/2013 - 11:41

GPA 2.1 Feature Highlight: Configurable X and Y Axes in the Bar Chart

Authored by Chris Cormack (Intel)

In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart.

Last updated on 08/13/2013 - 11:43

Deferred Rendering for Current and Future Rendering Pipelines

Authored by admin
As presented at Siggraph 2010, this code sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Last updated on 02/06/2015 - 12:38