Mensagem de blog

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Criado por Última atualização em 03/05/2019 - 14:50
Mensagem de blog

Touch keyboard access for Windows* 8 desktop apps

Leveraging built in virtual keyboard access in full screen mode games and applications.
Criado por Última atualização em 20/12/2018 - 09:40
Mensagem de blog

Virtual Trackpad

How to implement an on screen virtual track pad for control of UI segments in a game.
Criado por Última atualização em 30/05/2018 - 07:40
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Criado por Leigh D. (Intel) Última atualização em 03/05/2019 - 14:39
Article

Conservative Morphological Anti-Aliasing (CMAA)

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
Criado por Filip Strugar (Intel) Última atualização em 03/05/2019 - 13:30
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Criado por Última atualização em 03/05/2019 - 15:55
Article

Forward Clustered Shading

 

 

Criado por Última atualização em 03/05/2019 - 13:39
Article

Консервативное морфологическое сглаживание (CMAA) — обновление за март 2014 г.

Эта статья взята из блога Ли Дейвиса (Leigh Davies) на IDZ.

Criado por Última atualização em 28/12/2018 - 12:28
Article

Enable Billions of Colors with 10-Bit HEVC

Download example code and learn about 10-bit HEVC and the BT.2020 standard so you can get started writing software that supports 10-bit HEVC.
Criado por Nikhil R. (Intel) Última atualização em 06/07/2019 - 20:30
Article

Fast Fourier Transform for Image Processing in DirectX* 11

This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared Local Memory) is the second technique and is a more memory-bandwidth-efficient method, showing...
Criado por Última atualização em 02/09/2019 - 15:01