Filters

Article

Announcing Intel® Graphics Performance Analyzers Version 2016 R3

Intel® Graphics Performance Analyzers (Intel® GPA) Release 2016 R3 includes the latest toolset featuring support for - DirectX* 9, 10, 10.1, 11.0/11.1/11.2/12 workloads on Windows* - OpenGL* ES 1.X/2.X/3.0/3.1/3.2 workloads on Android - OpenGL* 3.2, 3.3, 4.0, 4.1 Core Profile workloads on Ubuntu*
Authored by Liudmila Mantrova (Intel) Last updated on 11/25/2016 - 02:28
Blog post

视频流处理 - 趋向绿色环保化

Data streaming companies are successfully finding innovative ways to address the rapidly increasing growth of IP Video while reducing footprint and costs. Three companies, Vantrix, iStreamPlanet, and ActiveVideo transposed their video processing solutions by going with a combined hardware + software solution.
Authored by Gael H. (Intel) Last updated on 11/21/2016 - 12:21
Video

Intel® and Codemasters: Advanced Rendering Techniques

Codemasters has been working with Intel® on Grid 2 (

Authored by Gerald M. (Intel) Last updated on 11/17/2016 - 19:28
Video

Cross Platform Game Development: How Bad Can it be?

Expert Game Developer and Field Engineer Corey Johnson from Unity shares insights to help game developers build across platforms, taking into account the radical differences between them.

Authored by admin Last updated on 11/17/2016 - 19:28
Video

Vulkan™ API on Intel® Graphics

Real time demonstration of OpenGL vs. Vulkan™ API from Khronos™ recorded at GDC 2015. Kishonti prototype using Vulkan™ also demonstrated.

Authored by REBECCA C. (Intel) Last updated on 11/15/2016 - 17:18
Article

API without Secrets: Introduction to Vulkan* Part 0: Preface

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

API without Secrets: Introduction to Vulkan* Part 1: The Beginning

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

API without Secrets: Introduction to Vulkan* Part 2: Swap Chain

This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

没有任何秘密的 API:Vulkan* 简介第 1 部分:序言

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
For more complete information about compiler optimizations, see our Optimization Notice.