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Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Автор: JOHN V. (Intel) Последнее обновление: 24.01.2018 - 12:12
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Автор: Juanbin L. (Intel) Последнее обновление: 30.08.2018 - 10:47
Article

Interactive Geometric Sound Propagation and Rendering

This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
Автор: админ Последнее обновление: 02.01.2019 - 12:48
Article

Embree: Photo-Realistic Ray Tracing Kernels

Photo-realistic rendering requires accurate simulation of light propagation according to physics laws. The best known way to solve this problem is Monte Carlo ray tracing. We describe a state-of-the-art photo-realistic Monte Carlo rendering engine.
Автор: Sven Woop (Intel) Последнее обновление: 02.08.2019 - 17:30
Article

Case Study: Parallelizing a Recursive Problem with Intel® Threading Building Blocks

Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
Автор: Louis F. (Intel) Последнее обновление: 10.07.2019 - 16:59
Блоги

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Автор: Matthew Fife (Intel) Последнее обновление: 06.07.2019 - 20:30
Блоги

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
Блоги

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
Article

ooVoo Intel Enabling – HD Video Conferencing

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Download ooVoo Intel Enabling – HD Video Conferencing [PDF 754KB]

Автор: Последнее обновление: 09.03.2019 - 14:40
Блоги

Buzz Workshop Showcase Winner - Subray

IMMERSE YOURSELF IN SUBRAY

Автор: Landyn Pethrus (Intel) Последнее обновление: 03.01.2019 - 11:01