Remi Arnaud Biography

Remi Arnaud is leads the Intel Game Engine Technology team. Previously, Remi worked on the PLAYSTATION 3 SDK as a Graphics Architect at Sony SCEI where he started COLLADA.
Autor Última actualización 24/01/2018 - 12:12

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...
Autor Kohei, Komono Última actualización 13/11/2019 - 21:19

Webinar: Getting Started with Intel® SDK for OpenCL* Applications

Autor admin Última actualización 31/05/2019 - 14:10

Intel® and Codemasters*: Advanced Rendering Techniques

Codemasters* has been working with Intel® on Grid 2 (to implement AOIT and AVSM algorithms by using Pixel Shader Ordering to

Autor Gerald M. (Intel) Última actualización 13/11/2019 - 21:19

Volumetric Explosions in Blackfoot Blade

Blackfoot Blade from Confetti Games utilizes tilt

Autor Gerald M. (Intel) Última actualización 04/02/2019 - 15:53

Intel® University Games Showcase: University of Southern California

Bloom is a game made by students at the University of Southern California CS Games P

Autor Gerald M. (Intel) Última actualización 27/03/2019 - 08:28
Mensajes en el blog

Torpedoes, Class Warfare, Fish, and Intel

Are you an indie game developer? Intel wants to help you!

Autor Landyn Pethrus (Intel) Última actualización 04/02/2019 - 08:44

Advanced Rendering Samples Android* Windows*

Advanced Rendering Samples on Android* and Windows* demo presented by Arzhange Safdarzadeh.

Autor admin Última actualización 10/03/2019 - 21:23

Intel Collaboration: Advanced Lighting

Advanced Lighting Simulation demo presented by Felix Klein of the Intel Visual Computing Institute.

Autor admin Última actualización 13/11/2019 - 21:19