This sample updates the existing CPU Texture Compositing to use the InstantAccess extension for the composited textures within 4th Generation Intel® Core™ processors Iris™ and Iris™ Pro graphics.
This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
How to implement high-quality light scattering effects into large outdoor environments in real time.
Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Applying Intel® Threading Building Blocks Observers for Thread Affinity on Intel® Xeon Phi™ Coprocessors
In spite of the fact that the Intel® Threading Building Blocks (Intel® TBB) library   provides high-level task based parallelism intended to hide sof
Using Pixel Shader Ordering a, DirectX extension, Cloud Rendering is vastly improved with better outdoor lighting technology.
Provides instructions and samples for clustered shading in Android*.
An update to the cloud rendering samples with several improvements.