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Porting Existing Game Engines to Metro

Introduction.

Autor steve-hughes (Intel) Última actualización 09/05/2019 - 22:30
Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

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

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

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

Ocean Fog using Direct3D* 10

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

Rendering grass with Instancing in DirectX* 10

Introduction

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

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Autor JOHN V. (Intel) 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
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 03/05/2019 - 13:30
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Autor admin Última actualización 24/01/2018 - 12:12
Article

Comparing Shadow Mapping Techniques with Shadow Explorer

Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.
Autor Quentin Froemke (Intel) Última actualización 03/05/2019 - 14:17