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CPU Texture Compositing with InstantAccess

This sample updates the existing CPU Texture Compositing to use the InstantAccess extension for the composited textures within 4th Generation Intel® Core™ processors Iris™ and Iris™ Pro graphics.
Автор: David Bookout (Intel) Последнее обновление: 13.11.2019 - 21:19
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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: 13.11.2019 - 21:19
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Cloud Rendering Sample Updated

An update to the cloud rendering samples with several improvements.
Автор: Последнее обновление: 13.11.2019 - 21:19
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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: 13.11.2019 - 21:19
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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: 13.11.2019 - 21:19
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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: 13.11.2019 - 21:19
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Cloud Rendering Sample

Using Pixel Shader Ordering a, DirectX extension, Cloud Rendering is vastly improved with better outdoor lighting technology.
Автор: Последнее обновление: 13.11.2019 - 21:19
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GTD Light Scattering Sample Updated

How to extend light scattering to support spot and point light sources.
Автор: Последнее обновление: 13.11.2019 - 21:19
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Software Occlusion Culling Update

This update consists of new features and optimizations which have reduced the total Software Occlusion Culling time and the total frame time by a factor of 4X and 2X respectively.
Автор: Последнее обновление: 13.11.2019 - 21:19
Блоги

Outdoor Light Scattering Sample

How to implement high-quality light scattering effects into large outdoor environments in real time.
Автор: Последнее обновление: 13.11.2019 - 21:19