319 Matching Results

Spark: Modular, Composable Shaders for Graphics Hardware

We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Authored by Tim Foley (Intel) Last updated on 07/07/2015 - 10:31

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Authored by Andrew Lauritzen (Intel) Last updated on 07/07/2015 - 10:16

Adaptive Transparency

We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Authored by Marco Salvi (Intel) Last updated on 07/07/2015 - 10:15

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Authored by Andrew Lauritzen (Intel) Last updated on 07/07/2015 - 10:05

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 07/07/2015 - 09:52

Intel® MPI Benchmarks 4.0 Update 2

Intel® MPI Benchmarks 4.0 Update 1
Authored by Gergana Slavova (Intel) Last updated on 06/25/2015 - 09:03

Download the latest Intel® WS-Management Java* Client Library

Intel® WS-Management Java* Client Library - Contains reference library source, sample source, and documentation.
Authored by Jeffrey Rott (Intel) Last updated on 06/11/2015 - 16:29
Blog post

Intel XDK: il tool per realizzare app multipiattaforma

Authored by Flavius Florin H. Last updated on 06/08/2015 - 10:53

Intel® Perceptual Computing SDK 2013 Demos

The Intel® Perceptual Computing SDK has been replaced by the new Intel® RealSense™ SDK!

Authored by admin Last updated on 06/03/2015 - 14:38

Webinar HTML5


Authored by anthony-charbonnier (Intel) Last updated on 05/26/2015 - 16:37
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