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Intel® Galileo Board Get Started Guide

Écrit par vincent-scotto (Intel) Dernière mise à jour le 01/07/2015 - 13:59
Forum topic

LNK2005 error when compiling for Debug x64 (mixed C++/Fortran)

Hi all, I'm attempting to recompile a mixed C++/Fortran project for a x64 platform / Debug configuration but keep running into a LNK2005 error.

Écrit par Vincent S. Dernière mise à jour le 01/07/2015 - 14:04
Forum topic

Wrong calculation results on Intel(R) HD Graphics 4600


Écrit par Joseph A. Dernière mise à jour le 01/07/2015 - 13:54
Forum topic



I am not sure why head_tilt_left doesn't work. I have attached a photo that shows it is not working.  Any idea why is that?

Écrit par Mona J. Dernière mise à jour le 01/07/2015 - 14:15

Practical Layered Reconstruction for Defocus and Motion Blur

We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on graphics processors, albeit at increased memory usage. We show performance gains of 2 - 5x with an...
Écrit par Jon Hasselgren (Intel) Dernière mise à jour le 01/07/2015 - 14:19

Cordova for Windows Phone 8 Build Options de Intel® XDK Documentation

This topic describes Cordova app settings and configuration build file options for Microsoft Windows Phone* 8 builds.
Dernière mise à jour le 01/07/2015 - 14:28

Coarse Pixel Shading

We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 01/07/2015 - 14:28

Multi-Layer Alpha Blending

We introduce multi-layer alpha blending, a novel solution to real- time order-independent transparency that operates in a single rendering pass and in bounded memory. The main contribution of our method is a new scalable approximation for the compositing equation that makes possible to easily trade off better image quality for more memory and lower performance. We demonstrate improved image...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 01/07/2015 - 14:28
Forum topic

MPX instructions not in the Appendix A opcode map


Écrit par Bea T. Dernière mise à jour le 01/07/2015 - 14:28

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new...
Écrit par Dernière mise à jour le 01/07/2015 - 14:29
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