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

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
Autor Kiefer Kuah (Intel) Última actualización 03/05/2019 - 15:54
Article

Conservative Morphological Anti-Aliasing (CMAA)

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
Autor Filip Strugar (Intel) Última actualización 03/05/2019 - 13:30
Article

Multi-Adapter Support in DirectX* 12

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
Autor admin Última actualización 03/05/2019 - 16:13
Article

Archived - Applying Intel® RealSense™ SDK Face Scans to a 3D Mesh

Learn how to use the Intel® RealSense™ SDK to scan and map a user’s face onto an existing 3D character model. The face mapping sample uses the 3D Scan module to scan the user's face and then map it onto an existing 3D head model. This technique does a "stone face" mapping that is not rigged or currently capable of animating. The code is written in C++ and uses DirectX*.
Autor Última actualización 13/12/2018 - 14:15
Article

Archived - Intel® RealSense™ SDK-Based Real-Time Face Tracking and Animation

Imagine playing a game where avatars display player facial motion in real time. Learn how to accomplish this using the latest Intel® RealSense™ SDK and a consumer-grade RGB-D camera. With code sample.
Autor Sheng G. (Intel) Última actualización 13/12/2018 - 14:15
Article

Fast Fourier Transform for Image Processing in DirectX* 11

This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared Local Memory) is the second technique and is a more memory-bandwidth-efficient method, showing...
Autor Última actualización 02/09/2019 - 15:01
Article

Asteroids and DirectX* 12: Performance and Power Savings

Initially shown at SIGGRAPH 2014, Intel's Asteroids code sample uses the Microsoft DirectX* 12 graphics API to render a scene of 50,000 fully dynamic and unique asteroids in two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. Get the sample here!
Autor Última actualización 03/09/2019 - 11:11
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