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Mobile Graphics Developer's Guides

 

Автор: админ Последнее обновление: 09.05.2019 - 17:00
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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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Full-screen DirectX* desktop apps using the Flip Presentation Model

I've been messing around with the new Flip Presentation Model introduced in Windows* 8 (and on Windows* 7, with the Platform Update).  I'll have

Автор: Последнее обновление: 03.05.2019 - 14:40
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Автор: Leigh D. (Intel) Последнее обновление: 03.05.2019 - 14:39
Article

Forward Clustered Shading

 

 

Автор: Последнее обновление: 03.05.2019 - 13:39
Article

Game Companies Speed Up Development with Intel Sample Code

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimize our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 03.05.2019 - 16:02
Article

游戏公司借助英特尔® Sample Code 加速发展

Whether you are an indie game developer or a seasoned professional, you are likely to find an interesting code sample on Intel Developer Zone's game dev section. Read here to learn how Intel engineers worked with Blizzard and Codemasters to optimze our Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling code samples.
Автор: Последнее обновление: 18.01.2019 - 15:55
Article

Brick by Brick: Building a Better Game with LEGO* Minifigures Online

Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
Автор: Landyn Pethrus (Intel) Последнее обновление: 30.05.2018 - 07:00
Article

DirectX 12 技术白皮书

DirectX 12 技术白皮书
Автор: Sheng G. (Intel) Последнее обновление: 15.01.2019 - 16:37
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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