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Optimization for Unity* Software and Virtual Reality: Run-Time Generated Content

The project presented here takes advantage of some inherent VR design choices, such as non-continuous locomotion (teleport or similar), even though most of this can be adapted for regular smooth locomotion as well, with a few variations.This article show you the techniques that can help you create...

-NEW- 24.20.100.6229: Intel® Graphics Driver for Windows® 10 64-bit [6th, 7th & 8th Generation]

DRIVER VERSION: 24.20.100.6229 (Windows Graphics Driver Version: 24.20.100.6229) DATE: August 9, 2018

World of Warcraft: Battle for Azeroth* launch driver:

This driver has optimizations and playability improvements for World of Warcraft: Battle for Azeroth*...

Code Sample: Dynamic Checkerboard Rendering Using Microsoft DirectX* 12

The accompanying sample code demonstrates both CBR and DRR and provides a base implementation in a forward rendering pipeline; additionally, the accompanying white paper describes an implementation in a deferred rendering pipeline. While our focus was on integrated graphics processing units (GPUs...

Intel® Software Innovator Pedro Kayatt: Improving VR Image Quality with Fixed Foveated Rendering

发布时间:2018 年 8 月 8 日

Creating Software Solutions to Reduce Bottlenecks in the Virtual Reality Process

By combining the compute power of Intel® NUC 8 with modifications to the source code in Unreal Engine*, Intel® Software Innovator Pedro Kayatt is designing an untethered VR experience that reduces...

Checkerboard Rendering for Real-Time Upscaling on Intel Integrated Graphics, v. 12

In this white paper, we present checkerboard rendering (CBR) for real-time upsampling on Intel integrated graphics. We first review some of the previous work on dynamic real-time upscaling techniques, including publicly available references to the Sony PS4* Pro, the Frostbite engine, and others....

Intel Buzz Seattle 2018 Game Demo

Recap: Buzz Workshop for Game Devs Seattle 2018

发布时间:2018 年 8 月 6 日

(guest post and event recap by Jakub Kasztalski, Unbound Creations)

The Lay of the Land

The event spanned a full day, from breakfast to evening drinks on the house. The space was divided in two: big conference room, where the panels took place, and adjacent hall where all of us...

Code Sample: MRHand.cs Script for Input in Native UWP Unity* Apps with Motion Controllers.

Attach this script as component to a gameobject in Unity. After setting up a Tracked Pose Driver component in the gameobject to the correct device and handedness the MRHand.cs script will provide you with public Input functions to obtain controller button presses to drive your game.

Intel® Software Innovators Featured at SIGGRAPH 2018

发布时间:2018 年 7 月 24 日

Innovators are Taking Advantage of the Latest Tech to Improve Graphics and Animation Techniques

Intel® Software Innovators are using Intel® technology to take their innovative projects to the next level.  Whether it’s the compute power of Intel® Xeon® processors or utilizing...

Exciting Innovations Showcased at the 2018 Unreal* Open Day Event

发布时间:2018 年 7 月 19 日

As one of the game industry’s largest and most influential gatherings in China, the Unreal* Open Day showcases well-known hardware, software, game development, film production, and design companies from around the world. This year’s event was held from May 23 to 24 in Shanghai.

基于虚幻引擎4开发的Code51在英特尔®酷睿™处理器上的性能和用户体验优化

上次更新时间:2018 年 7 月 13 日视频时长:42 分钟

基于虚幻引擎4开发的Code51在英特尔®酷睿™处理器上的性能和用户体验优化

Intel Inside, Amazing Gaming Outside

上次更新时间:2018 年 7 月 13 日视频时长:18 分钟

Intel Inside, Amazing Gaming Outside

SIGGRAPH 2018: Using Machine Learning to Create Game Simulations

发布时间:2018 年 7 月 12 日

Intel® Software Innovator Team Uses Reinforcement Learning to Design Simulation Models

Using reinforcement learning, Intel® Black Belt Software Developer Abhishek Nandy and his team of Intel® Software Innovators from across India combined their experience to design a model to...

-NEW- 24.20.100.6194: Intel® Graphics Driver for Windows® 10 64-bit [6th, 7th & 8th Generation]

DRIVER VERSION: 24.20.100.6194 (Windows Graphics Driver Version: 24.20.100.6194) DATE: July 11, 2018

Highlights for Developers:

Media SDK Version Updated to 8.0.053-M WebGL* improvements in the Chrome* web browser Improved...

Game Dev with Unity* ML-Agents and Intel® Optimized Python* (Part Two)

发布时间:2018 年 7 月 6 日作者:Manisha B.

In the final part of this two-part series on machine learning with Unity* ML-Agents, we will dig deeper into the architecture and create an ML-Agent from scratch. Before training, we will inspect the files that require parameters for machine learning to proceed. Finally, we will train the agent...

Unity* ML-Agent 和英特尔® 优化 Python* 助力游戏开发(第二部分)

发布时间:2018 年 7 月 6 日作者:Manisha B.

借助 Unity* ML-Agent 进行机器学习系列总共包含两个部分,这是其中的最后一部分,我们将深入研究其体系结构并从头开始创建 ML-Agent。训练之前,我们将检查需要参数以便机器学习继续进行的文件。最后,我们将使用英特尔®优化 Python* 训练代理,并展示最终的系统如何运行。

Intel® Developer Zone Update | July 2018

上次更新时间:2018 年 7 月 3 日

Discover a way to edit VR audio within your VR editing system! Learn about the future of VR on the go. And find out about some upcoming collaboration opportunities for all developers who are seeking hands-on training and info on the latest technologies!

Code Sample: Rendering Objects in Parallel Using Vulkan* APIs

发布时间:2018 年 7 月 2 日

This code and accompanying article (see References below) discuss the process of rendering multiple FBX (Filmbox) and OBJ (Wavefront) objects using Vulkan APIs. The application employs a non-touch graphical user interface (GUI) that reads and displays multiple 3D object files in a common scene.

Rendering Objects in Parallel Using Vulkan* APIs

To help experienced pro and indie developers prepare for Vulkan, this article walks through the code of a sample app that renders multiple .fbx and .obj objects using Vulkan APIs. The app employs a non-touch graphical user interface (GUI) that reads and displays multiple object files in a common...

使用 Vulkan * API 并行渲染对象

为了帮助经验丰富的专业开发人员和独立开发人员做好使用 Vulkan 的准备,本文将详细介绍使用 Vulkan API 渲染多个 .fbx 和 .obj 对象的示例应用的代码。该应用使用非触控式图形用户界面 (GUI) 读取和显示常见场景的多个对象文件。

Conference attendees

Exciting Innovations Showcased at Unity* Unite Beijing 2018

发布时间:2018 年 6 月 28 日

Unity* Unite events moved to Beijing in May 2018, settling at the China National Convention Center. Top technology experts and industry talents from across the world provided the audience with over 80 multi-themed technical courses and activities, including keynote presentations focusing on Unity'...

Conference attendees

Unity* Unite Beijing 2018大会上演精彩纷呈的创新

发布时间:2018 年 6 月 28 日

Unity* Unite大会正在持续受到全球开发者的热捧。继今年分别在首尔和东京成功举办后,大会又于5月移师北京,在北京国家会议中心盛大召开。来自全球的Unity技术达人和行业精英,为观众带来超过80场主题多元的技术课程与活动,包括聚焦Unity次世代技术发展的重磅主题演讲等。英特尔一如既往地参加了这一盛会,并发表了技术主题演讲,通过四款游戏展示了英特尔技术可带来的重要优势。

Intel® Graphics Performance Analyzers (Intel® GPA) 2018 R2 Release Notes

发布时间:2018 年 6 月 27 日作者:Giselle G.

This article contains the online version of the Release Notes for Intel® Graphics Performance Analyzers (Intel® GPA). You'll find system requirements, installation instructions, issues and limitations, and legal information for the product.

reinforcment loop example

Get Started With Unity* Machine Learning Using Intel® Distribution for Python* (Part 1)

发布时间:2018 年 6 月 27 日作者:Manisha B.

This article will show game developers how to use reinforcement learning to create better artificial intelligence (AI) behavior. Using Intel® Distribution for Python—an improved version of the popular object-oriented, high-level programming language—readers will glean how to train pre-existing...

reinforcment loop example

使用 Python* 的英特尔® 分发版实现 Unity* 机器学习入门(第 1 部分)

发布时间:2018 年 6 月 27 日作者:Manisha B.

本文将向游戏开发人员介绍如何使用强化学习创建更好的人工智能 (AI) 行为。使用 Python* 的英特尔® 分发版 — 常用面向对象的高级编程语言的进阶版 — 读者可收集关于如何训练预先存在的机器语言 (ML) 代理学习和适应的信息。在此场景下,我们将使用英特尔® Optimization for TensorFlow* 在本地化环境中运行 Unity * ML-Agents。

Intel® Graphics Performance Analyzers 2018 R2 Release

上次更新时间:2018 年 6 月 26 日

Learn about Intel® Graphics Performance Analyzers 2018 R2 release featuring additions to System Analyzer and Frame Analyzer for OpenGL macOS applications. We've also added support for the new Intel® Hades Canyon NUCs, and the  addied  new experiments to Frame Analyzer. 

Multi-core-CPP

Using Modern C++ Techniques to Enhance Multi-core Optimizations

发布时间:2018 年 6 月 25 日

With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are...

a butterfly

Code Sample: Using Modern C++ Techniques to Enhance Multi-core Optimizations

发布时间:2018 年 6 月 25 日

This software example demonstrates how to use multi-core technologies to edit images. There are two parts to this project, a .NET Windows application front end written using C# and Windows Presentation Foundation (WPF) and a C++ DLL which is responsible for the actual manipulation of the image.

Multi-core-CPP

使用现代 C++ 技术增强多核优化

发布时间:2018 年 6 月 25 日

如今,多核处理器已经在 PC 中普及,内核数量不断增长,软件工程师必须适应这种情况。通过学习如何处理潜在的性能瓶颈和并发性问题,工程师可以使他们的代码适应未来,以无缝处理添加到消费者系统的额外内核。

Performance, Methods, and Practices of DirectX* 11 Multithreaded Rendering

Rendering is usually the main performance bottleneck of PC games on the CPU; multithreaded rendering is an effective way to eliminate the bottleneck. This article investigates the performance scalability of DirectX* 11 multithreaded rendering, discusses two basic methods for multithreaded rendering...

DirectX* 11 多线程渲染的性能、方法和实践

对于在 CPU 上运行的 PC 游戏,渲染通常是主要的性能瓶颈;多线程渲染是一种消除瓶颈的有效方法。本文研究了 DirectX* 11 多线程渲染的性能可扩展性,讨论了多线程渲染的两种基本方法,并介绍了传统多线程延迟着色管线在大型在线游戏《战意*》中的应用。

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