Artículos de la Zona para desarrolladores Intel

30-jun.-2014
10:32 AM PDT
Deferred Rendering for OpenGL* ES3.0 on Android*
Por Kyle Weicht (Intel)Publicado en 06/30/20140
This article outlines how you can efficiently implement rendering techniques on mobile devices using OpenGL* ES such as: forward rendering, deferred lighting (light pre-pass) and deferred shading.
30-jun.-2014
10:29 AM PDT
Tessellation for OpenGL ES 3.1 on Android
Por Kyle Weicht (Intel)Publicado en 06/30/20141
This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics.
23-jun.-2014
10:08 AM PDT
Cómo conectarse a Google Drive* desde una aplicación Android*
Por THOMAS E. (Intel)Publicado en 06/23/20140
En este ejemplo se muestra cómo conectarse al servicio de almacenamiento en línea Google Drive* de una persona desde una aplicación Android*.
17-jun.-2014
8:34 PM PDT
Revisión de código de ejemplo de MediaPlayer de Android* en Arquitectura Intel®
Por DONG L.Publicado en 06/17/20140
Introducción La reproducción multimedia se está convirtiendo en uno de los usos más frecuentes que se da a los dispositivos móviles. La gente espera poder reproducir los tipos más comunes de elementos multimedia en estos dispositivos y mirar video mientras se desplaza. En este artículo se analiz...
29-Mayo-2014
7:21 PM PDT
Android* Texture Compression - a comparison study with code sample
Por CRISTIANO F. (Intel)Publicado en 05/29/20140
This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
29-Mayo-2014
6:51 PM PDT
OpenGL* ES 3.0 Precompiled Shaders
Por CRISTIANO F. (Intel)Publicado en 05/29/20140
Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation. Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs. ...
29-Mayo-2014
6:33 PM PDT
OpenGL* ES 3.0 Instanced Rendering
Por CRISTIANO F. (Intel)Publicado en 05/29/20142
This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation. By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency. Th...
28-Mayo-2014
1:41 AM PDT
How to use Intel Cilk Plus extension, to speed up your Android application with threading features
Por shenghong-geng (Intel)Publicado en 05/28/20140
Intel Cilk Plus is an important language extension of Intel Compiler, to help you implement multiple-threading easily and fast, to improve your application's performance on multi-core systems. While more and more cores on Android devices, it is also more important to efficiently use the multi-cor...
16-Mayo-2014
9:03 AM PDT
Tutorial: Getting Started with OpenCL™ on Android* OS
Por Vadim Kartoshkin (Intel)Publicado en 05/16/20140
Download Code SampleDownload Documentation OpenCL™ Basic Tutorial for Android* OS provides guidelines on using OpenCL in Android applications. The tutorial is an interactive image processing Android application. The main focus for the tutorial is to show how to use OpenCL in an Android applicat...
31-mar.-2014
12:13 PM PDT
Using the Intel GPA System Analyzer to Improve Android* Apps
Por praveen-kundurthy (Intel)Publicado en 03/31/20140
Download Sample Code (ZIP) Mobile applications can behave differently between emulator and device and, as an app grows more and more complex, debugging performance bottlenecks can become extremely difficult. The GPA System Analyzer, part of the Intel® INDE, is a tool that can help diagnose a var...
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