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As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
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...
This sample demonstrates how to properly access the memory from the CPU to maintain performance with the sample code for computing the tiled addressing scheme. This sample has been updated to include support for the MAP_TILE_TYPE_TILE_Y_NO_CSX_SWIZZLE format.
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*.
Use this code sample to learn how to use a native Unity plug-in to increase performance of displaying Intel® RealSense™ SDK image data by bypassing the C# layers of the SDK. Image data is uploaded to the GPU directly through the graphics API.
The Chat Heads code sample implements an application that uses the background segmentation feature of the Intel® RealSense™ SDK, multiplayer networking, and media encode and decode to create an improved e-sport experience.
D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points you to the application's sample code.
MSAA provides a neat way to reduce pixel shading without sacrificing image quality. Recently, researchers at Intel came up a with a technique called Coarse Pixel Shading that works like MSAA, Andrew Lauritzen at Intel, had come up with a clever way a few years ago to enable MSAA and deferred shading. We extended his ideas to enable Coarse Pixel Shading in the deferred rendering set-up. With our...
This code sample allows the user to scan their face using a front-facing Intel® RealSense™ camera, project it onto a customizable head mesh, and apply post-processing effects on it. It’s an extension of a previous code sample titled Applying Intel® RealSense™ SDK Face Scans to a 3D Mesh by adding features and techniques to improve the quality of the final head result as well as provide a series...