Article

Threaded Cross-Platform Game Development

Parallel execution is key to achieving high performance gaming on modern processors, which are increasingly moving to multi-core.
Criado por Última atualização em 20/11/2019 - 08:00
Article

Ocean Fog using Direct3D* 10

Introduction
Criado por Última atualização em 20/11/2019 - 09:06
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Criado por administrar Última atualização em 20/11/2019 - 08:51
Article

Ticker Tape - часть 2

Ticker Tape – это демонстрационная модель, которая может помочь разработчикам в реализации более сложного поведения систем частиц. Для повышения производительности использовались инструкции Intel SSE, что подробно описано в данной работе.
Criado por Quentin Froemke (Intel) Última atualização em 09/05/2019 - 17:02
Article

Использование инструментов Intel для повышения производительности системы частиц

В данной статье мы рассмотрим, как можно повысить производительность работы Ticker Tape с помощью профилирующих инструментов, способных визуализировать поведение и помочь с оптимизацией приложения.
Criado por Quentin Froemke (Intel) Última atualização em 09/05/2019 - 17:03
Article

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Criado por administrar Última atualização em 20/11/2019 - 09:02
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,...
Criado por Última atualização em 13/11/2019 - 21:19
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...
Criado por Última atualização em 13/11/2019 - 21:19
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...
Criado por Última atualização em 13/11/2019 - 21:19
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...
Criado por Kohei, Komono Última atualização em 13/11/2019 - 21:19