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Use Unreal Engine* Particle Effects on the CPU

Publicado em 25 de janeiro de 2019Por ZHUOSHI S.

This article illustrates the Unreal Engine* CPU particle effect through the example of the game Sinner

Conservative Morphological Anti-Aliasing (CMAA)

Publicado em 18 de março de 2014, atualizado em 14 de novembro de 2018Por Filip Strugar

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original

Icon for Dynamic Checkerboard Rendering Code Sample

Checkerboard Rendering (CBR) and Dynamic Resolution Rendering (DRR) on GitHub

Última atualização: 8 de outubro de 2018

This repository contains a straight forward integration of CBR and DRR into the DX12 MiniEngine. An indepth explanation of CBR and the algorithms...

Conservative Morphological Anti-Aliasing version 2 (CMAA2)

Conservative Morphological Anti-Aliasing version 2 (CMAA2) on Github

Última atualização: 3 de outubro de 2018

This repository contains implementation of CMAA2, a post-process anti-aliasing solution focused on providing good anti-aliasing while minimizing...

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Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

Code Sample: Conservative Morphological Anti-Aliasing Version 2 (CMAA2)

Publicado em 6 de setembro de 2018

Files(s): Download License: CMAA2 is licensed under Apache* License 2.0. Optimized for......

Code Sample: API Without Secrets: The Practical Approach to Vulkan*

Publicado em 27 de agosto de 2018Por Pawel L.

Learn what resources are needed and how to organize them to efficiently generate and display a single frame of animation in the Vulkan API.

Code Sample: Lightmapping code for prefabs in Unity*

Attach this script as a component to any prefab you might want to lightmap. From the editor window inside Unity you can setup a scene with proper...

Code Sample: Dynamic Checkerboard Rendering Using Microsoft DirectX* 12

The accompanying sample code demonstrates both CBR and DRR and provides a base implementation in a forward rendering pipeline; additionally, the...

Intel® Multicore Enterprise VR Experience: Integrating Crowd Simulations into Mixed Reality

Developing experiences in virtual reality (VR) is a fun and exciting journey, and without the proper tools or a helping hand it can become quite...

Code Sample: MRHand.cs Script for Input in Native UWP Unity* Apps with Motion Controllers.

Attach this script as component to a gameobject in Unity. After setting up a Tracked Pose Driver component in the gameobject to the correct device...

User interface for a Pac-Man type game

Code Sample: PMAN – A Persistent Memory Version of the Game Pac-Man

Publicado em 5 de julho de 2018

PMAN* is a game of Pac-Man* that takes advantage of persistent memory. It demonstrates PMDK features including pools, pointers, and transactions.

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