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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...
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).
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)...
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
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 generate real-time adaptively sampled shadow representations for transmittance through volumetric media.