Articoli Intel Developer Zone

26-feb-2015
11:12 PM PST
Beatbuddy, an Indie Game, Expands with New Technologies
Di Colleen Culbertson (Intel)Pubblicato il 02/26/20150
Introduction How does an indie game development company stay current and expand their market? Let’s look at multi-award winning indie game company Threaks, creators of BeatBuddy, and talk to Co-CEO Wolf Lang to see how they are navigating the game development world.  From Student to Indie Proje...
29-ott-2014
2:39 PM PDT
Sierpiński Carpet in OpenCL 2.0
Di Robert Ioffe (Intel)Pubblicato il 10/29/20140
We demonstrate how to create a Sierpinski Carpet in OpenCL 2.0 Prerequisites:       A laptop or a workstation with the 5th Generation Intel® Core™ Processor OpenCL™ Drivers and Runtimes for Intel® Architecture ...
28-ott-2014
12:03 PM PDT
Efficient Order-Independent Transparency on Android* Using Fragment Shader Ordering
Di Leigh Davies (Intel)Pubblicato il 10/28/20140
Download Sample Code ZIPfile Introduction This sample demonstrates the use of the extension GL_INTEL_fragment_shader_ordering, which is written against the OpenGL* 4.4 core profile and GLES 3.1 specifications. The minimum OpenGL version required is 4.2 or ARB_shader_image_load_store. The extens...
20-ott-2014
7:42 AM PDT
Intel® System Studio: Samples and Tutorials
Di Hans Pabst (Intel)Pubblicato il 10/20/20140
Collection of Code Samples and Tutorials for Intel® System Studio.
29-set-2014
11:42 AM PDT
GPU-Quicksort in OpenCL 2.0: Nested Parallelism and Work-Group Scan Functions
Di Robert Ioffe (Intel)Pubblicato il 09/29/20140
Introduction A Brief History of Quicksort A Brief Introduction to GPU-Quicksort GPU-Quicksort in OpenCL 1.2 Converting GPU-Quicksort to OpenCL 2.0 Tutorial Requirements Running the Tutorial Conclusion References About the Author Download Code Introduction This tutorial shows how to use...
30-giu-2014
10:32 AM PDT
Deferred Rendering for OpenGL* ES3.0 on Android*
Di Kyle Weicht (Intel)Pubblicato il 06/30/20140
This article outlines how you can efficiently implement rendering techniques on mobile devices using OpenGL* ES such as: forward rendering, deferred lighting (light pre-pass) and deferred shading.
30-giu-2014
10:29 AM PDT
Tessellation for OpenGL ES 3.1 on Android
Di Kyle Weicht (Intel)Pubblicato il 06/30/20141
This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics.
29-Maggio-2014
7:21 PM PDT
Android* Texture Compression - a comparison study with code sample
Di CRISTIANO F. (Intel)Pubblicato il 05/29/20140
This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
29-Maggio-2014
6:51 PM PDT
OpenGL* ES 3.0 Precompiled Shaders
Di CRISTIANO F. (Intel)Pubblicato il 05/29/20140
Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation. Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs. ...
29-Maggio-2014
6:33 PM PDT
OpenGL* ES 3.0 Instanced Rendering
Di CRISTIANO F. (Intel)Pubblicato il 05/29/20142
This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation. By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency. Th...
Iscriversi a Articoli Intel Developer Zone