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Intel® Galileo Board Get Started Guide

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Authored by vincent-scotto (Intel) Last updated on 07/01/2015 - 13:59
Forum topic

LNK2005 error when compiling for Debug x64 (mixed C++/Fortran)

Hi all, I'm attempting to recompile a mixed C++/Fortran project for a x64 platform / Debug configuration but keep running into a LNK2005 error.

Authored by Vincent S. Last updated on 07/01/2015 - 14:04
Forum topic

Wrong calculation results on Intel(R) HD Graphics 4600

Hi,

Authored by Joseph A. Last updated on 07/01/2015 - 13:54
Forum topic

EXPRESSION_HEAD_TILT_LEFT doesn't work

Hi,

I am not sure why head_tilt_left doesn't work. I have attached a photo that shows it is not working.  Any idea why is that?

Authored by Mona J. Last updated on 07/01/2015 - 14:15
Article

Practical Layered Reconstruction for Defocus and Motion Blur

We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on graphics processors, albeit at increased memory usage. We show performance gains of 2 - 5x with an...
Authored by Jon Hasselgren (Intel) Last updated on 07/01/2015 - 14:19
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Intel Rendering Research

Authored by admin Last updated on 07/01/2015 - 14:27
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Intel Rendering Research - Researches

Authored by admin Last updated on 07/01/2015 - 14:27
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Intel Rendering Research - Publications

Authored by admin Last updated on 07/01/2015 - 14:27
Documentation

Cordova for Windows Phone 8 Build Options from Intel® XDK Documentation

This topic describes Cordova app settings and configuration build file options for Microsoft Windows Phone* 8 builds.
Last updated on 07/01/2015 - 14:28
Article

Coarse Pixel Shading

We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture...
Authored by Marco Salvi (Intel) Last updated on 07/01/2015 - 14:28
For more complete information about compiler optimizations, see our Optimization Notice.