Up to now I’ve tried to put across the fundamental principles of video encoding methods “in hand-waving terms” (I’ve hardly got any more hands to wave now). I have touched on the basics of eliminating the time and space redundancy. Now I suggest we look at the 3D-DCT transform, which is such a great success, as an idea, at uniting both of the above concepts. Here is the mathematical description of the transform:
With the launch of our New Second Generation Intel® Core processor, there has been a lot of interested in the Intel® Advanced Vector Extensions (Intel® AVX). I decided to investigate more on how application developers targeting the Second Generation Intel core processor for their application might use Intel AVX. Stan Melax has written a detailed article on how developers that are incorporating 3D images into their application might use Intel AVX.
For this week's GPA blog entry, I wanted to make sure that everyone is aware that GPA runs across all DX devices. This means that GPA supports all Intel DX devices as well as any and all non-Intel DX devices. Further, all GPA features work equally across all these platforms. This includes our shader duration metrics per draw call.
GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.
- Pagina 2