Microsoft DirectX*

Mapping an Intel® RealSense™ SDK Face Scan to a 3D Head Model

This code sample allows the user to scan their face using a front-facing Intel® RealSense™ camera, project it onto a customizable head mesh, and apply post-processing effects on it. It’s an extension of a previous code sample titled Applying Intel® RealSense™ SDK Face Scans to a 3D Mesh by adding features and techniques to improve the quality of the final head result as well as provide a series of post mapping effects.
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Desarrollo de juegos
  • Tecnología Intel® RealSense™
  • Windows*
  • C/C++
  • Avanzado
  • SDK de Intel® RealSense™
  • Tecnología Intel® RealSense™
  • Microsoft DirectX*
  • GameCodeSample
  • face scan
  • DirectX 12
  • Desarrollo de juegos
  • Intel® Software Developer Zone at Microsoft* Build 2016

    Thousands of developers made the trek to San Francisco on March 30 – April 1st for this anticipated Microsoft* annual event, where the company showed the latest software tools and technologies through keynotes, technical sessions, demos, and fun activities such as parties and coding contests. Intel® participated at the event with our software developer program, Intel® Software Developer Zone leading the way with demos and announcements.

    Chat Heads with Intel® RealSense™ SDK Background Segmentation Boosts e-Sport Experience

    The Chat Heads code sample implements an application that uses the background segmentation feature of the Intel® RealSense™ SDK, multiplayer networking, and media encode and decode to create an improved e-sport experience.
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Desarrollo de juegos
  • Tecnología Intel® RealSense™
  • Windows*
  • C/C++
  • SDK de Intel® RealSense™
  • background segmentation
  • Microsoft DirectX*
  • Desarrollo de juegos
  •  教程:将应用迁移到 DirectX* 12 – 第 3 部分

    If your upper-level rendering logic is written based on DirectX*11, then the best way to migrate is building an interface layer that’s fully compatible with DX11 because the upper-level logic is not required to do a lot of code refactoring in order to adapt to DX12. This kind of migrating is very fast. Pipeline State Object is the core concept of D3D12. It consists of Shader, RasterizerState, BlendState, DepthStencilState, InputLayout and other data. Once the PSO object is delivered to the system, these states associated with PSO will be set at the same time. However, at the interface layer of D3D11, these rendering parameters are set using different APIs. There are big differences between D3D12 and D3D11 in terms of resource binding model. Resource binding in D3D 11 is fixed.
  • Desarrollo de juegos
  • Microsoft DirectX*
  • App Migration
  • Pipeline State Object
  • Resource Binding
  • Resource Management
  • Resource Barrier
  • DirectX 12
  • Desarrollo de juegos
  • Suscribirse a Microsoft DirectX*