This sample demonstrates optimized compute shaders for displaying HDR images
This sample demonstrates that atmospheric light scattering effects can now be implemented in real time using Intel 3rd Generation Integrated Graphics and produce compelling visual results.
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This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.
This sample updates the existing CPU Texture Compositing to use the InstantAccess extension for the composited textures within 4th Generation Intel® Core™ processors Iris™ and Iris™ Pro graphics.
Download Fluid Simulation for Video Games (part 16) [PDF 770KB]
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).
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
How to implement high-quality light scattering effects into large outdoor environments in real time.