Artigos do Espaço do desenvolvedor Intel

06-ago-2015
12:59 PM PDT
Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1
Por FILIP S. (Intel)Publicado em 08/06/20150
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
06-ago-2015
4:41 AM PDT
Tutorial: Using Intel® INDE GPA to improve the performance of your Android* game
Por TRAPPER M. (Intel)Publicado em 08/06/20150
This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of ...
01-ago-2015
12:28 PM PDT
Intel Resources for Game Developers
Por Colleen Culbertson (Intel)Publicado em 08/01/20150
Intel® HD Graphics and Intel® IrisTM and IrisTM Pro Graphics parts are some of the most commonly used graphics solutions in PCs worldwide. By following the advice on these pages and using the tools we provide, you'll ensure that your game is able to be enjoyed by millions of gamers. We want you t...
08-abr-2015
3:23 AM PDT
Threading Intel® Integrated Performance Primitives Image Resize with Intel® Threading Building Blocks
Por Jeffrey Mcallister (Intel)Publicado em 04/08/20150
Threading Intel® IPP Image Resize with Intel® TBB.pdf (157.18 KB) :Download Now   Introduction The Intel® Integrated Performance Primitives (Intel® IPP) library provides a wide variety of vectorized signal and image processing functions. Intel® Threading Building Blocks (Intel® TBB) adds simpl...
06-abr-2015
5:01 PM PDT
9-Patch Images for Android* Splash Screens
Por Anusha Muthiah (Intel)Publicado em 04/06/20150
The source code for this sample can be found here: https://github.com/gomobile/sample-9-patch-splash-screen, or download the Intel® XDK to check out all the HTML5 Samples. This sample demonstrates how to use 9-patch PNG images for Android* splash screens within Intel XDK. Developers must keep in...
26-fev-2015
11:12 PM PST
Beatbuddy, an Indie Game, Expands with New Technologies
Por Colleen Culbertson (Intel)Publicado em 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-out-2014
2:39 PM PDT
Sierpiński Carpet in OpenCL 2.0
Por Robert I. (Intel)Publicado em 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 Int...
28-out-2014
12:03 PM PDT
Efficient Order-Independent Transparency on Android* Using Fragment Shader Ordering
Por Leigh Davies (Intel)Publicado em 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-out-2014
7:42 AM PDT
Intel® System Studio: Samples and Tutorials
Por Hans Pabst (Intel)Publicado em 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
Por Robert I. (Intel)Publicado em 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...
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