Mensajes en el blog

Foliage Patch - Organizing Our Data

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).
Autor Última actualización 03/05/2019 - 14:50
Mensajes en el blog

Touch keyboard access for Windows* 8 desktop apps

Leveraging built in virtual keyboard access in full screen mode games and applications.
Autor Última actualización 20/12/2018 - 09:40
Mensajes en el blog

Virtual Trackpad

How to implement an on screen virtual track pad for control of UI segments in a game.
Autor Última actualización 30/05/2018 - 07:40
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

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

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Autor Última actualización 03/05/2019 - 15:55
Article

Forward Clustered Shading

 

 

Autor Última actualización 03/05/2019 - 13:39
Article

Enable Billions of Colors with 10-Bit HEVC

Download example code and learn about 10-bit HEVC and the BT.2020 standard so you can get started writing software that supports 10-bit HEVC.
Autor Nikhil R. (Intel) Última actualización 06/07/2019 - 20:30
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 25/10/2019 - 09:04