Intel® Deep Learning SDK Tutorial: Getting Started with Intel® Deep Learning SDK Training Tool

The Training Tool is a web application running on a Linux* server and provides a user-friendly, intuitive interface for building and training deep learning models. With the Intel Deep Learning SDK Training Tool, you can easily prepare training data, design models, and train models with automated experiments and advanced visualizations.And secondly, Simplify the installation and usage of popular...
Autor admin Última actualización 30/11/2016 - 10:47
Mensajes en el blog

How Simics found a Xen Bug – Why Target Variation Matters

Autor Jakob E. (Intel) Última actualización 29/11/2016 - 23:42

Adaptive Texture Space Shading for Stochastic Rendering

When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely...
Autor Magnus Andersson (Intel) Última actualización 28/11/2016 - 15:18

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives.
Autor Franz Clarberg (Intel) Última actualización 28/11/2016 - 15:18

A Sort-based Deferred Shading Architecture for Decoupled Sampling

Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware architecture for efficient shading in the context of stochastic rendering. We replace previous caching mechanisms by a sorting step to extract coherence,...
Autor Franz Clarberg (Intel) Última actualización 28/11/2016 - 15:18

Automatic Pre-Tessellation Culling

Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, i.e., after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an...
Autor Jon Hasselgren (Intel) Última actualización 28/11/2016 - 15:17

Avoiding Texture Seams by Discarding Filter Taps

Mapping textures to complex objects is a non-trivial task. It is often desirable or even necessary to map separate textures to different parts of an object, but it may be difficult to obtain high-quality texture filtering across the seams where textures meet. Existing real-time methods either require significant amounts of memory, prohibit use of wide texture filters, or have a high complexity....
Autor Robert Toth (Intel) Última actualización 28/11/2016 - 15:17

Backface Culling for Motion Blur and Depth of Field

For triangles with linear vertex motion, common practice is to backface cull a triangle if it is backfacing at both the start and end of the motion. However, this is not conservative. We derive conservative tests that guarantee that a moving triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and...
Autor Jacob Munkberg (Intel) Última actualización 28/11/2016 - 15:17

Comparison of Projection Methods for Rendering Virtual Reality

Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of virtual reality display devices have two properties that typical applications have not needed to consider before. Pixels no longer appear on regular grids and the displays...
Autor admin Última actualización 28/11/2016 - 15:16

Deep Shading Buffers on Commodity GPUs

In this paper, we propose an algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders.
Autor Franz Clarberg (Intel) Última actualización 28/11/2016 - 15:15
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