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Using #ifdef in OpenGL* ES 2.0 Shaders

It’s nice to use #ifdef’s in an OpenGL* shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file.

Автор: Последнее обновление: 12.07.2018 - 14:07
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HTML5 High Scores Board for WinRT and Desktop Ultrabook™ apps

One neat thing about HTML5 is the ability to store data locally, and a common use for that is creating a high score board for your game.  The following is how I recently deployed this.

Автор: Bob Duffy (Intel) Последнее обновление: 20.12.2018 - 09:28
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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: 03.05.2019 - 13:48
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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: 03.05.2019 - 14:19
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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: 03.05.2019 - 14:50
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Getting Someone to Know What They Know

Have you ever tried to explain something that is second nature to you?  It’s difficult if not impossible to recall even important details all at once. 

Автор: Последнее обновление: 24.01.2018 - 12:12
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Student Hackathon in a Box

 
Автор: Последнее обновление: 24.01.2018 - 12:12
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Archived - Intel® RealSense™ SDK and Camera setup on Windows* 10

The Intel® RealSense™ SDK has been discontinued. No ongoing support or updates will be available.

Автор: Последнее обновление: 18.01.2019 - 16:40
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Let's Play a Game - find bugs in popular open-source projects

Test your C/C++ skills - find bugs in popular open-source projects.
Автор: Andrey Karpov (Blackbelt) Последнее обновление: 30.05.2018 - 07:08
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MICRO48-Tutorial on Intel® Processor Graphics: Architecture and Programming

In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...
Автор: Последнее обновление: 04.07.2019 - 17:22