Фильтры

Article

Conservative Morphological Anti-Aliasing (CMAA)

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
Автор: Filip Strugar (Intel) Последнее обновление: 03.05.2019 - 13:30
Блоги

Why #AWE2015 Was AWEsome!

So Intel was at Augmented World Expo 2015. Why? And what did we do there and what did we share? Read this blog to find out!
Автор: CaptGeek (Intel) Последнее обновление: 29.01.2019 - 11:40
Article

Making your VR application more realistic – adding complex physics to games

Nowadays, VR is welcomed by lots of developers, OEMs, and end users. People enjoy VR experience as they can be immersive in a virtual world.

Автор: Huang, Chao (Intel) Последнее обновление: 09.05.2019 - 13:08
Article

CPUs are set to dominate high end visualization

Автор: James R. (Blackbelt) Последнее обновление: 21.03.2019 - 12:08
Article

API without Secrets: Introduction to Vulkan* Part 6

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
Автор: Pawel L. (Intel) Последнее обновление: 06.12.2018 - 16:27
Article

没有任何秘密的 API:Vulkan* 简介第 6 部分

本部分教程介绍如何在着色器中使用纹理(实际上为合并图像采样器)。为此我们创建了图像,并为其分配和绑定内存。还创建了图像视图。之后将数据从临时缓冲区拷贝至图像,以对其内容进行初始化。我们还创建了采样器对象,以定义在着色器中读取图像数据的方法。
Автор: Pawel L. (Intel) Последнее обновление: 24.01.2018 - 12:12
Article

CPU Capability Detect using Unreal Engine* 4.19

To take advantage of the additional computing power on high-end CPUs, Intel has developed a plugin that gives detailed CPU metrics and SynthBenchmark performance indicators. The metrics from this plugin can be used to differentiate features and content by CPU capability. Binning features and content in this manner will allow your game to run on a range of systems without impacting the overall...
Автор: Du Bois, Marissa (Intel) Последнее обновление: 02.05.2019 - 11:21
Article

How to Build a Custom Audio Editor with Unreal Engine* for Sound Spatialization in VR

Unreal Engine* from Epic Games has a powerful virtual reality (VR) editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can be troublesome to have to constantly restart the editor after adjusting a sound to test what it sounds like in VR. This tutorial show you how to create a sound editor that allows game developers and sound designers to...
Автор: админ Последнее обновление: 03.07.2019 - 08:10
Article

Using Modern C++ Techniques to Enhance Multi-core Optimizations

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are added to consumer systems.
Автор: Последнее обновление: 06.07.2018 - 11:30
Article

Code Sample: Using Modern C++ Techniques to Enhance Multi-core Optimizations

This software example demonstrates how to use multi-core technologies to edit images. There are two parts to this project, a .NET Windows application front end written using C# and Windows Presentation Foundation (WPF) and a C++ DLL which is responsible for the actual manipulation of the image.
Автор: админ Последнее обновление: 10.07.2018 - 11:23