Фильтры

Блоги

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Автор: Matthew Fife (Intel) Последнее обновление: 06.07.2019 - 20:30
Блоги

Let's Render Some Foliage

This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Автор: Последнее обновление: 03.05.2019 - 14:19
Блоги

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).
Автор: Последнее обновление: 03.05.2019 - 14:50
Article

Sparse Procedural Volumetric Rendering

Download Source Code ZIPfile

Автор: Последнее обновление: 03.05.2019 - 13:47
Блоги

Buzz Workshop Showcase Winner - Subray

IMMERSE YOURSELF IN SUBRAY

Автор: Landyn Pethrus (Intel) Последнее обновление: 03.01.2019 - 11:01
Article

Процедурный рендеринг разреженного пространства

Download Source Code ZIPfile

Автор: Alexey Kostadinov (Intel) Последнее обновление: 02.01.2019 - 12:48
Article

Intel® RealSense™ Power and Performance Tuning Tips

This article provides some tips for optimizing performance and power usage in applications developed using Intel® RealSense™ technology.
Автор: Последнее обновление: 10.05.2019 - 08:30
Article

Multi-Adapter Support in DirectX* 12

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
Автор: админ Последнее обновление: 03.05.2019 - 16:13
Article

DirectX* 12 中的多适配器支持

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
Автор: админ Последнее обновление: 09.03.2019 - 12:48
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Автор: Pawel L. (Intel) Последнее обновление: 02.01.2019 - 12:40