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.
How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
An update to the cloud rendering samples with several improvements.
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).
This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
Using Pixel Shader Ordering a, DirectX extension, Cloud Rendering is vastly improved with better outdoor lighting technology.
How to extend light scattering to support spot and point light sources.
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.
How to implement high-quality light scattering effects into large outdoor environments in real time.