Mensajes en el blog

TouchDesigner / Interview with Jarrett Smith and Ben Voigt

Autor Audri Phillips Última actualización 03/07/2019 - 20:08
Mensajes en el blog

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Autor Última actualización 20/11/2019 - 09:00
Mensajes en el blog

Game On!

Autor Última actualización 09/05/2019 - 21:50
Mensajes en el blog

MICRO48-Tutorial on Intel® Processor Graphics: Architecture and Programming

In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...
Autor Última actualización 04/07/2019 - 17:22
Article

Optimize Your Unity* Games with Intel® Graphics Performance Analyzers

Discover some of the helpful tips and tricks for optimizing your next Unity* title. Find links to development guides, videos, and samples!
Autor Seth S. (Intel) Última actualización 13/11/2019 - 21:19
Article
Mensajes en el blog

Clustered Shading Android* Sample

Provides instructions and samples for clustered shading in Android*.
Autor Última actualización 19/03/2020 - 21:50
Article

Unity* x86支持资源中心

 

Autor Mitchell L. (Intel) Última actualización 19/03/2020 - 21:50
Mensajes en el blog

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

Autor Última actualización 19/03/2020 - 22:10
Article

OpenGL* ES 3.0 Instanced Rendering

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

Autor Última actualización 19/03/2020 - 22:40