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Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Автор: админ Последнее обновление: 24.01.2018 - 12:12
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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
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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
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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

Sharing Surfaces between OpenCL™ and DirectX* 11 on Intel® Processor Graphics

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Автор: Adam Lake (Intel) Последнее обновление: 31.05.2019 - 14:20
Article

Game Companies Speed Up Development with Intel Sample Code

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimize our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 03.05.2019 - 16:02
Article

Intel Resources for Game Developers

Intel® HD Graphics and Intel® Iris™ and Iris™ Pro Graphics parts are some of the most commonly used graphics solutions in PCs worldwide. By following the advice on these pages and using the tools we provide, you'll ensure that your game is able to be enjoyed by millions of gamers. We want you to be successful
Автор: Последнее обновление: 06.07.2019 - 20:30
Article

游戏公司借助英特尔® Sample Code 加速发展

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimze our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 18.01.2019 - 15:55
Article

Cómo compartir superficies entre OpenCL™ y DirectX* 11 en Intel® Processor Graphics

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Автор: Последнее обновление: 31.05.2019 - 15:10