Article

API without Secrets: Introduction to Vulkan* Part 6

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
Autor Pawel L. (Intel) Última actualización 06/12/2018 - 16:27
Article

Parallel Processing with DirectX 3D* 12

We will examine rendering parallel topics using Direct3D* 12. We will use the results from the paper, A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR, and extend the code there to contain a Direct3D 12 renderer, after which we are going to re-implement its particle system as a Direct3D 12 compute shader. You can find the...
Autor admin Última actualización 31/12/2018 - 15:00
Article

Get Started with the Unity* Entity Component System (ECS), C# Job System, and Burst Compiler

The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this article, you'll see how to quickly get started learning these new features.
Autor admin Última actualización 21/05/2019 - 13:40
Article

Using Modern C++ Techniques to Enhance Multi-core Optimizations

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are added to consumer systems.
Autor Última actualización 06/07/2018 - 11:30
Article

Rendering Objects in Parallel Using Vulkan* APIs

To help experienced pro and indie developers prepare for Vulkan, this article walks through the code of a sample app that renders multiple .fbx and .obj objects using Vulkan APIs. The app employs a non-touch graphical user interface (GUI) that reads and displays multiple object files in a common scene.
Autor Última actualización 31/12/2018 - 15:00