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Article

HDR Rendering with Compute Shader

This sample demonstrates optimized compute shaders for displaying HDR images
Автор: админ Последнее обновление: 03.05.2019 - 15:46
Article

Light Scattering

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.
Автор: админ Последнее обновление: 03.05.2019 - 14:05
Article

How Intel® Graphics Performance Analyzers Help Unity* Empower the Masses

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Автор: админ Последнее обновление: 25.05.2018 - 15:30
Article

Fluid Simulation for Video Games (part 15)

This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.
Автор: Последнее обновление: 30.08.2018 - 10:50
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CPU Texture Compositing with InstantAccess

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.
Автор: David Bookout (Intel) Последнее обновление: 06.07.2019 - 20:30
Article

Fluid Simulation for Video Games (part 16)

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Download Fluid Simulation for Video Games (part 16) [PDF 770KB]

Автор: Последнее обновление: 25.05.2018 - 15:30
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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

Adding Multi-Touch Support to Unity* Games on Microsoft Windows* 7 and Windows* 8 Desktop

By Steve Hughes

Автор: steve-hughes (Intel) Последнее обновление: 21.05.2019 - 13:40
Блоги

Outdoor Light Scattering Sample

How to implement high-quality light scattering effects into large outdoor environments in real time.
Автор: Последнее обновление: 03.05.2019 - 13:39