Filtros

Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

Autor Christopher Owens (Intel) Última actualización 01/06/2017 - 11:16
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Autor Última actualización 07/06/2017 - 12:15
Mensajes en el blog

A guide to optimizing graphics and games for Intel® Atom™ based platforms

Ron and I just finished up the first revision of the Intel® Atom™ processor graphics developers guide.

Autor Orion Granatir (Intel) Última actualización 14/06/2017 - 16:31
Mensajes en el blog

Graduate Intern at Intel - Parallel Mandelbrot

Three years ago, as I was finishing my undergraduate degree, I was hired as an intern at Intel to work with the Intel Software College.

Autor dcfrogle Última actualización 14/06/2017 - 16:43
Article

Ocean Fog using Direct3D* 10

Introduction
Autor Última actualización 07/06/2017 - 12:13
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Autor admin Última actualización 26/04/2017 - 14:35
Article

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies.
Autor eric-sardella (Intel) Última actualización 07/06/2017 - 10:55
Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Autor JOHN V. (Intel) Última actualización 01/06/2017 - 11:16
Mensajes en el blog

GPA 2.1 Feature Highlight: Configurable X and Y Axes in the Bar Chart

In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart.

Autor Chris Cormack (Intel) Última actualización 14/06/2017 - 16:28
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Autor Andrew Lauritzen (Intel) Última actualización 07/06/2017 - 12:28
Para obtener información más completa sobre las optimizaciones del compilador, consulte nuestro Aviso de optimización.