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Intel® IPP - Library dependencies by domain

IPP demain dependencies.
Автор: админ Последнее обновление: 31.07.2019 - 14:30
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Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

P = C * V^2 * (a * f)

Автор: Последнее обновление: 09.05.2019 - 22:55
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How GRID 2 and Intel Iris™ Graphics brought me into the fold...

If you ask me, I’m not a gamer.  I happen to work in a team at Intel that helps games run well on our platforms.  But me…I’m not a gamer.

Автор: Mitchell L. (Intel) Последнее обновление: 10.03.2019 - 22:08
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Software Occlusion Culling Update 2

Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Автор: Последнее обновление: 03.05.2019 - 14:18
Article

[Windows8|Monogame]在Windows 8下開發XNA遊戲

前言

Автор: Последнее обновление: 23.06.2019 - 18:50
Article

[Windows8|Monogame]在Windows8的Monogame專案下載入Content

前言
Автор: Последнее обновление: 23.06.2019 - 18:50
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Opinion: Matt's Top 10 Tech & Gaming Predictions for 2014

Out with 2013 and in with 2014!!!

So here are my top ten (10) predictions for technology and gaming related things in the coming new year.  I can hardly wait!

Автор: Последнее обновление: 28.12.2018 - 12:33
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.
Автор: Последнее обновление: 03.05.2019 - 15:55
Article

OpenGL* ES 3.0 Instanced Rendering

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

OpenGL* ES 3.0 Precompiled Shaders

Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

Автор: Последнее обновление: 24.01.2018 - 12:12