Mensajes en el blog

windows8 平板电脑试用

日前微软的windows8发布了,市场上到处可以看到方块的广告,Win8最令人期待的是在平板电脑上的表现。近日有机会拿到一台三星出的win8平板电脑ATIV smart PC,让我们一起体验一下。   1、开箱,
Autor Última actualización 28/12/2018 - 09:11
Article

Direct3D* 12 — 提高 PC 上的控制台 API 效率和性能

Direct3D* 12 概述 作者: Michael Coppock

Autor Coppock, Michael J (Intel) Última actualización 30/05/2018 - 07:40
Article

Microsoft DirectX* 12 中资源绑定的性能考虑因素

Wolfgang Engel, CEO of Confetti, describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs, folowing the release of Windows* 10 and the 6th generation Intel® Core™ processor family (code-name Skylake). Microsoft DirectX* 12
Autor admin Última actualización 29/01/2019 - 15:00
Article

循序渐进:使用 LEGO* Minifigures Online 创建更好的游戏

Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
Autor Landyn Pethrus (Intel) Última actualización 30/05/2018 - 07:00
Article

已归档 - 将英特尔® 实感™ SDK 面部扫描应用于 3D 网格

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 28/12/2018 - 14:55
Article

每位游戏开发人员都应了解的 Windows 10* 特性

With UWP apps, Windows 10 ties together a wide variety of potential gaming platforms, with all platforms running variants of the same system and the apps delivered by the same store. Meanwhile, for other PC games, support provided for Steam* makes it even stronger than before. Whichever distribution works for your game, DirectX* 12 brings new life to games with significantly increased power.
Autor Última actualización 20/12/2018 - 09:48
Article

小行星与 DirectX* 12:强大的性能与能耗优势

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 30/05/2018 - 07:08
Article

DirectX* 12 中的多适配器支持

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 09/03/2019 - 12:48
Article

从 SPIR-V 到 ISPC:将 GPU 计算转化为 CPU 计算

为帮助把握此次机会,同时充分利用内置于现代 CPU 内核中的单指令多数据 (SIMD) 矢量单元,我们基于开源 Khronos* SPIRV-Cross 项目,开始开发一款原型转换器,它将以标准可移植中间表示 (SPIR-V1) 为输入,生成英特尔® SPMD 程序编译器 (ISPC) 内核为输出。
Autor Jon Kennedy. (Intel) Última actualización 26/08/2018 - 20:12
Article

传统形态抗锯齿 2.0

本文介绍了如何实现更高的性能、质量改进、与多示例抗锯齿 (MSAA) 的可选集成以及在提供相应支持的图形处理单元 (GPU) 上的异步利用。本文还介绍了抗锯齿 (AA) 后处理技术的一些弱点,回顾了这些技术可有效运行及有时对 MS
Autor Filip Strugar (Intel) Última actualización 30/10/2018 - 22:41