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Article

Ocean Fog using Direct3D* 10

Introduction
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Автор: админ Последнее обновление: 24.01.2018 - 12:12
Article

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Автор: админ Последнее обновление: 03.01.2019 - 17:47
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Автор: Последнее обновление: 03.05.2019 - 13:30
Article

GPU Detect

GPU Detect is a short graphics code sample demonstrates a way to detect the primary graphics hardware present in a system (including the 6th Generation Intel® Core™ processor family).
Автор: админ Последнее обновление: 03.05.2019 - 16:13
Article

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
Автор: Kiefer Kuah (Intel) Последнее обновление: 03.05.2019 - 15:54
Блоги

Real-Time Strategy Game with Touch Screen

The availability of Ultrabook and Win 8 Tablets create a new frontier for PC gaming; one that brings touch and sensors inputs to parity with mouse and keyboard
Автор: Последнее обновление: 20.12.2018 - 09:40
Блоги

GTD Light Scattering Sample Updated

How to extend light scattering to support spot and point light sources.
Автор: Последнее обновление: 03.05.2019 - 13:56
Блоги

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: 03.05.2019 - 13:48
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