Article

Ocean Fog using Direct3D* 10

Introduction
Autor Última actualización 24/01/2018 - 12:12
Article

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Autor admin Última actualización 03/01/2019 - 17:47
Mensajes en el blog

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Autor Matthew Fife (Intel) Última actualización 06/07/2019 - 20:30
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Autor Leigh D. (Intel) Última actualización 03/05/2019 - 14:39
Article

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...
Autor Última actualización 11/09/2019 - 08:49