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

High Definition Audio Code Sample

Authored by JimH (Intel)

by Jim Huang, Senior Technical Marketing Engineer, andMatt McClellan, Senior Application EngineerIntel Corporation

Last updated on 10/28/2014 - 16:15

Intel at GDC 2008

Authored by Gina Bovara (Intel)

 

Last updated on 11/07/2014 - 12:54

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

Inking the Cube: Edge Detection with Direct3D* 10

Authored by Josh Doss (Intel)

"This article originally appeared in Game Developer magazine, and appears with the permission of Think Services."

Last updated on 11/12/2014 - 11:41

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