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Porting Existing Game Engines to Metro

Introduction.

Автор: steve-hughes (Intel) Последнее обновление: 09.05.2019 - 22:30
Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Ocean Fog using Direct3D* 10

Introduction
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Rendering grass with Instancing in DirectX* 10

Introduction

Автор: админ Последнее обновление: 24.01.2018 - 12:12
Article

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies.
Автор: eric-sardella (Intel) Последнее обновление: 07.06.2017 - 10:55
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

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Автор: админ Последнее обновление: 03.01.2019 - 17:47
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Автор: Последнее обновление: 03.05.2019 - 13:30
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Автор: админ Последнее обновление: 24.01.2018 - 12:12