Artículos de la Zona para desarrolladores Intel

2:39 PM PDT
Sierpiński Carpet in OpenCL* 2.0
Por Robert I. (Intel)Publicado en 10/29/20140
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0 wap_tms = {}; Prerequisites:       A laptop or a workstation with the 5th Generation Intel® Core™ Processor OpenCL™ Drivers and Runtimes for Intel® Architecture Intel® SDK for OpenCL™ Appl...
12:03 PM PDT
Efficient Order-Independent Transparency on Android* Using Fragment Shader Ordering
Por Leigh D. (Intel)Publicado en 10/28/20140
Download Sample Code ZIPfile Introduction This sample demonstrates the use of the extension GL_INTEL_fragment_shader_ordering, which is written against the OpenGL* 4.4 core profile and GLES 3.1 specifications. The minimum OpenGL version required is 4.2 or ARB_shader_image_load_store. The extens...
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.
10:29 AM PDT
Tessellation for OpenGL ES 3.1 on Android
Por Kyle Weicht (Intel)Publicado en 06/30/20142
This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics.
7:21 PM PDT
Android* Texture Compression - a comparison study with code sample
Por CRISTIANO F. (Intel)Publicado en 05/29/20142
This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
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. ...
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...
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...
9:03 AM PDT
Tutorial: Getting Started with OpenCL™ on Android* OS
Por Esther Lederer (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...
12:13 PM PDT
Using the Intel GPA System Analyzer to Improve Android* Apps
Por Praveen K. (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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