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Not Built in a Day - Lessons Learned on Total War: ROME II

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Not Built in a Day – Lessons Learned on Total War: Rome* II [PDF 935KB]

Автор: Последнее обновление: 06.07.2019 - 20:30
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Adobe Photoshop* with Open Standards Enhanced by Intel® HD and Intel® Iris™ Graphics

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Автор: Последнее обновление: 06.07.2019 - 20:30
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cl_intel_simultaneous_sharing OpenCL* Extension in a New Driver

There is a new Intel® Iris™ Graphics and Intel® HD Graphics driver update posted  for code names Haswell and Broadwell and it conta

Автор: Robert I. (Intel) Последнее обновление: 31.05.2019 - 14:20
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Intel® INDE OpenCV - Release Notes

The Intel® Integrated Native Developer Experience (Intel® INDE) suite has been discontinued.

Автор: Последнее обновление: 18.09.2018 - 14:30
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A Runtime Generated FFT for Intel® Processor Graphics

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Автор: Dan Petre (Intel) Последнее обновление: 06.07.2019 - 20:30
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Optimize Your Unity* Games with Intel® Graphics Performance Analyzers

Discover some of the helpful tips and tricks for optimizing your next Unity* title. Find links to development guides, videos, and samples!
Автор: Seth S. (Intel) Последнее обновление: 06.07.2019 - 20:30
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SPIR-V is a better SPIR with Intel® OpenCL™ Code Builder

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Автор: Robert I. (Intel) Последнее обновление: 08.07.2019 - 14:19
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Advanced Bitrate Control Methods in Intel® Media SDK

In the world of media, there is a great demand to increase encoder quality but this comes with tradeoffs between quality and bandwidth consumption. This article addresses some of those concerns by discussing advanced bitrate control methods, which provide the ability to increase quality (relative to legacy rate controls) while maintaining the bitrate constant using Intel® Media SDK/ Intel® Media...
Автор: Nikhil R. (Intel) Последнее обновление: 06.07.2019 - 20:30
Article

Adaptive Screen Space Ambient Occlusion

This article introduces a new implementation of the effect called adaptive screen space ambient occlusion (ASSAO), which is specially designed to scale from low-power devices and scenarios up to high-end desktops at high resolutions, all under one implementation with a uniform look, settings, and quality that is equal to the industry standard.
Автор: Filip Strugar (Intel) Последнее обновление: 06.07.2019 - 20:30
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利用 Skull Canyon 建造一台街机游戏机

大家好,我是 Bela Messex,是Buddy System(伙伴系统) 的一员。我们的工作室位于洛杉矶的公寓内,是 Little Bug 游戏的开发人员。

Автор: Последнее обновление: 29.03.2019 - 14:28