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Article

R200 Event Based Sensor Code Sample

The Intel® RealSense™ 3D Camera Rear R200 (DS4) Event Based Sensor sample illustrates how to use on-board sensors to aid in 3D capture stability when using Intel® RealSense™ technology.
Creato da Mike Yi (Intel) Data ultimo aggiornamento 02/07/2015 - 11:17
Article

OpenCL 2.0 中的 GPU-Quicksort: 嵌套并行性和工作组扫描函数

简介
Creato da Robert Ioffe (Intel) Data ultimo aggiornamento 02/07/2015 - 01:59
Article

保守形态抗锯齿 (CMAA) - 2014 年 3 月更新

本文摘自英特尔公司的 Leigh Davies 在 IDZ 发表的一篇博文,重点介绍了 Leigh 及其同事 Filip Strugar 被称为保守形态抗锯齿的全新抗锯齿技术工作成果。 以下为博文内容以及可供您检查的项目 

Creato da Leigh Davies (Intel) Data ultimo aggiornamento 02/07/2015 - 01:56
Blog post

Building Cross-OS Mobile Applications with Intel® INDE

If you want to get started and build cross-OS mobile applications with video processing, transcode, special effects etc features into your applications, the best place to start is with Media

Creato da Harsh Jain (Intel) Data ultimo aggiornamento 01/07/2015 - 15:27
Article

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Creato da Data ultimo aggiornamento 01/07/2015 - 15:06
Article

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Creato da Andrew Lauritzen (Intel) Data ultimo aggiornamento 01/07/2015 - 15:05
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Creato da Andrew Lauritzen (Intel) Data ultimo aggiornamento 01/07/2015 - 15:04
Article

Adaptive Transparency

We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Creato da Marco Salvi (Intel) Data ultimo aggiornamento 01/07/2015 - 15:03
Article

Spark: Modular, Composable Shaders for Graphics Hardware

We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Creato da Tim Foley (Intel) Data ultimo aggiornamento 01/07/2015 - 14:59
Article

Intel® System Studio: Samples and Tutorials

Collection of Code Samples and Tutorials for Intel® System Studio.
Creato da Hans Pabst (Intel) Data ultimo aggiornamento 30/06/2015 - 00:59
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