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103 resultados coincidentes
Article

Game Companies Speed Up Development with Intel® Sample Code

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimize our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Autor John Hartwig (Intel) Última actualización 11/05/2015 - 13:29
Article

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

Introduction

by Matt McClellan and Kipp Owens

Autor Christopher Owens (Intel) Última actualización 23/04/2015 - 15:36
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Autor Última actualización 03/11/2014 - 10:43
Article

Intel at GDC 2008

 

Autor Gina Bovara (Intel) Última actualización 07/11/2014 - 12:54
Blog post

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 13/08/2013 - 11:39
Article

Ocean Fog using Direct3D* 10

Introduction

Autor Chuck De Sylva (Intel) Última actualización 28/10/2014 - 16:16
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Autor admin Última actualización 28/10/2014 - 16:08
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 05/05/2015 - 19:43
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 12/11/2014 - 12:05
Blog post

Come and See GPA 2.1 at IDF (San Francisco)

If you are headed to IDF in San Francisco - stop and get a demo of GPA 2.1 on September 22nd or 23rd (Tuesday or Wednesday).

Autor Chris Cormack (Intel) Última actualización 13/08/2013 - 11:41
Para obtener información más completa sobre las optimizaciones del compilador, consulte nuestro Aviso de optimización.