Learn best practices for developing a NUI app for the F200 camera using the Intel® RealSense™ SDK with these short videos from members of Intel's Perceptual Computing Group.
This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel shader. Both adapters render a portion of the scene in parallel.
Customers integrating solid-state media like the Intel® P3700 NVMe* drive face a major challenge: because throughput and latency performance are so much better than that of a spinning disk, the storage software now consumes a larger percentage of the total transaction time. To help storage OEMs and ISVs integrate this hardware, Intel has created a set of drivers and an end-to-end reference storage architecture, called the Storage Performance Development Kit (SPDK). The goal of SPDK is to highlight the outstanding efficiency and performance enabled by using Intel’s networking, processing, and storage technologies together.
This document presents a list of articles on NUMA (Non-uniform Memory Architecture) that the author considers particularly useful. The document is divided into categories corresponding to the type of article being referenced. Often the referenced article could have been placed in more than one category. In this situation, the reference to the article is placed in what the author thinks is the most relevant category. These articles were obtained from the Internet and, though every attempt was made to identify useful and informative material, Intel does not provide any guarantees as to the veracity of the material. It is expected that the reader will use their own experience and knowledge to challenge and confirm the material in these references.
In DirectX 12, Microsoft reduced resource overhead to improve application efficiency, cutting CPU usage by more than half. This decreases energy consumption and allows gamers a longer play time on mobile devices. Wolfgang Engel of Confetti describes the new resource binding mechanisms that developers will need for managing and tracking resources with DirectX 12.
Lee Bamber describes how you can scan a person with your front facing Intel RealSense 3D camera, generate a 3D character, and place this character in a virtual 3D world on your device.