Фильтры

Article

Architecture of a Real-Time Ray-Tracer

Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands

Автор: Последнее обновление: 03.05.2019 - 15:34
Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
Автор: Adam Lake (Intel) Последнее обновление: 03.05.2019 - 16:02
Article

Z Fighting Code Sample

This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
Автор: Последнее обновление: 07.07.2019 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group

Автор: Alex Lopez-estrada (Intel) Последнее обновление: 24.01.2018 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

Автор: Nguyen, Khang T (Intel) Последнее обновление: 30.08.2018 - 13:35
Article

Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time

by Steve Pitzel and Clint Taylor

It Looks Good, but It Runs Like a Slug

 

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Threaded Cross-Platform Game Development

Parallel execution is key to achieving high performance gaming on modern processors, which are increasingly moving to multi-core.
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Carry Small, Game Large

Автор: Последнее обновление: 09.05.2019 - 13:08
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