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Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

Code Sample: Intel® Multi-Core Processor Enterprise VR Experience, Integrating Crowd Simulations into Mixed Reality

Code Sample: API Without Secrets: The Practical Approach to Vulkan*

Learn what resources are needed and how to organize them to efficiently generate and display a single frame of animation in the Vulkan API.

Code Sample: Lightmapping code for prefabs in Unity*

Attach this script as a component to any prefab you might want to lightmap. From the editor window inside Unity you can setup a scene with proper lighting and position your prefabs inside the scene as per your requirements.

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® Multicore Enterprise VR Experience: Integrating Crowd Simulations into Mixed Reality

Developing experiences in virtual reality (VR) is a fun and exciting journey, and without the proper tools or a helping hand it can become quite daunting. To aid in this process, Intel looks to create a roadmap; a series of signposts and lessons learned in a way that helps bridge the gap into the...

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.

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。

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.

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。

C#JobSystem unity

Code Sample: New Unity* Entity Component, C# Job System, and Burst Compiler

发布时间:2018 年 6 月 1 日

The new C# job system and entity component system from Unity* don’t just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this...

C#JobSystem unity

代码示例:新的 Unity* 实体组件、C# 作业系统和突发编译器

发布时间:2018 年 6 月 1 日

Unity* 中的全新 C# 作业系统和实体组件系统不仅可以让您轻松利用以前未使用的 CPU 资源,还可以帮助您更高效地运行所有游戏代码。然后,您可以使用这些额外的 CPU 资源来添加更多场景动态和沉浸感。在本文中,您将了解如何快速开始学习这些新功能。

starship in space

Unity* 实体组件系统 (ECS)、C# 作业系统和突发编译器入门

发布时间:2018 年 5 月 31 日

Unity* 中的全新 C# 作业系统和实体组件系统不仅可以让您轻松利用以前未使用的 CPU 资源,还可以帮助您更高效地运行所有游戏代码。然后,您可以使用这些额外的 CPU 资源来添加更多场景动态和沉浸感。在本文中,您将了解如何快速开始学习这些新功能。

starship in space

Get Started with the Unity* Entity Component System (ECS), C# Job System, and Burst Compiler

发布时间:2018 年 5 月 31 日

The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this...

woman in a virtual environment

Code Sample: Custom Audio Editor Tool with Unreal Engine* for Sound Spatialization in VR

发布时间:2018 年 5 月 30 日

This Code Sample show you step-by-step on building a useful tool for VR devs using Unreal Engine that leverages the power of intel CPU’s. Unreal Engine has a powerful virtual reality editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can...

Grayscale in game output

Code Sample: Merging Masked Occlusion Culling Hierarchical Buffers

Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. Masked Software Occlusion Culling [J. Hasselgren, M. Andersson, T. Akenine-Möller] presented a novel algorithm optimized for SIMD-capable CPUs that...

Merging Masked Occlusion Culling Hierarchical Buffers for Faster Rendering

The article and code sample are an addition to the preceding work by Andersson et al. that addresses many of these problem cases by splitting a scene into multiple buffers that better fit local dynamic ranges of geometry and that can be computed concurrently. We then augment the algorithm's discard...

Grayscale in game output

代码示例:合并蒙蔽遮挡剔除分层缓冲区

为了加速渲染,动态场景中的高效遮挡剔除是游戏和实时图形社区非常重要的话题。屏蔽软件遮挡剔除 [J. Hasselgren、M. Andersson、T. Akenine-Möller] 提出了一种针对支持 SIMD 的 CPU 进行优化的新算法,该算法剔除了传统遮挡剔除算法剔除的 98% 的三角形。对原始蒙蔽遮挡库的这一更新是对原作的补充,该更新解决了在提交复杂的未排序几何图形时,轮廓边缘可能浸出缓冲区的问题,方法是将场景分割为可以更好地拟合几何图形的局部动态范围并可以同时计算的多个缓冲区。

合并蒙蔽遮挡剔除分层缓冲区,实现更快速的渲染

本文和代码示例是对 Andersson 等人先前工作的补充。通过将场景分割为可以更好地拟合几何图形的局部动态范围并可以同时计算的多个缓冲区,从而解决了许多这些问题。然后,我们增加算法的丢弃启发法,并将部分结果缓冲区合并到一个新的分层深度缓冲区中,在该缓冲区上应用可以可靠地执行准确、高效的遮挡查询。

code sample

Code Sample: An Approach to Parallel Processing with Unreal Engine*

发布时间:2018 年 4 月 26 日

In this example, a flock was defined as a school of fish. For each member, the algorithm needs to worry about cohesion, alignment and separation. Each fish was calculated to “swim” within a school if it was within a certain distance from any other fish in the school. Members of a school will not...

code sample

代码示例:使用 Unreal Engine* 进行并行处理的一种方法

发布时间:2018 年 4 月 26 日

在本示例中,一个群集被定义为一群鱼。算法需要考虑每个成员的聚集、队列和分离。 如果每条鱼都与鱼群中的其他鱼均保持一定的距离,经过计算得出,该鱼在一个鱼群里“游动”。鱼群的成员只能以群集成员的身份行动,不得单独行动,它们拥有相同的参数,如速度和方向。

game development

Code Sample: Parallel Techniques in Modeling Particle Systems Using Vulkan* API

发布时间:2018 年 4 月 23 日

This code sample and accompanying article (see References below) discuss and compare aspects of the implementation of a particle system using CPU and GPU using a Vulkan-based renderer as an example. We recommend that you read the article while looking at the code. Make sure you have the examples...

An-Approach-to-Parallel-Processing-with-Unity

Code Sample: An Approach to Parallel Processing with Unity*

发布时间:2018 年 4 月 10 日

This code and accompanying article (see References below) cover development of a flocking algorithm, which is then demonstrated as schools of fish via two applications. The first application was developed to run on a multi-threaded CPU, and the second to perform physics calculations on the GPU.

An-Approach-to-Parallel-Processing-with-Unity

代码示例:使用 Unity* 进行并行处理的一种方法

发布时间:2018 年 4 月 10 日

代码和随附的文章(参见下面的参考文献)介绍了群集算法的开发,并通过两个应用以鱼群的形式展示该算法。第一个应用在多线程 CPU 上运行,第二个应用在 GPU 上执行物理计算。

parallel particle processing

Code Sample: Parallel Processing with Direct3D* 12

发布时间:2018 年 4 月 4 日

The idea behind this project was to provide a demonstration of parallel processing in gaming with Direct3D 12. It expands upon the results from the paper "A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR" (see References...

Face Beautification API for Intel Graphics Technology Table 1

Face Beautification API for Intel® Graphics Technology

发布时间:!datetime,更新时间: 2017 年 12 月 21 日作者:Sonal S. (Intel)

This document highlights the C++ API for enabling applications to support Face Beautification It provides the list of available effects in Face Beautification supported by Intel Graphics Technology, C++ API definitions, and methods to enable an application to use the C++ Face Beautification API...

Order-Independent Transparency Approximation with Raster Order Views (Update 2017)

发布时间:!datetime,更新时间: 2017 年 12 月 18 日作者:Leigh D. (Intel)

Download Original Sample  Download Update

This is an update to the original sample from 2014, the update has two main changes compared to the previous code along with updating the samples to compile with the most recent versions of the...

Render Direct3D 12

Parallel Processing with DirectX 3D* 12

发布时间:2017 年 10 月 20 日

We will examine rendering parallel topics using Direct3D* 12. We will use the results from the paper, A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR, and extend the code there to contain a Direct3D 12 renderer, after which...

Intel-spmd-program-compiler-cpu-vectorization-games-fig01

Use the Intel® SPMD Program Compiler for CPU Vectorization in Games

Migrate highly vectorized GPU compute kernels to CPU code using the Intel® SPMD Program Compiler (commonly referred to in previous documents as ISPC). Includes a link to a Github code sample to help you utilize spare CPU cycles to create a richer gaming experience.

Intel-spmd-program-compiler-cpu-vectorization-games-fig01

使用英特尔® SPMD 程序编译器实现游戏 CPU 的矢量化

使用英特尔® SPMD 程序编译器(在之前的文档中通常被称作 ISPC)将高度矢量化的 GPU 计算内核迁移至 CPU 代码。附上 Github 代码示例的链接,以帮助您使用备用 CPU 周期创建更丰富的游戏体验。

API without Secrets: Introduction to Vulkan* Part 6

发布时间:!datetime,更新时间: 2017 年 8 月 1 日作者:Pawel L. (Intel)

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We...

没有任何秘密的 API:Vulkan* 简介第 6 部分

本部分教程介绍如何在着色器中使用纹理(实际上为合并图像采样器)。为此我们创建了图像,并为其分配和绑定内存。还创建了图像视图。之后将数据从临时缓冲区拷贝至图像,以对其内容进行初始化。我们还创建了采样器对象,以定义在着色器中读取图像数据的方法。

设备端 AVC 运动评估简介

下载示例

下载设备端 VME 示例代码 和高级示例。

运行指令详见 VME 示例用户指南。 请参阅 AVC 设备端 VME 手册。

请注意:本示例目前仅限在 Linux*、SRB4/Media Server Studio 2017 R2 及更高版本中运行,仅支持第六代智能英特尔® 酷睿™ 处理器及更新一代的处理器。

简介

本文介绍了面向 OpenCL* 的全新设备端 h.264/高级视频编码 (AVC) 运动评估扩展,...

Adaptive Screen Space Ambient Occlusion

This article introduces a new implementation of the effect called adaptive screen space ambient occlusion (ASSAO), which is specially designed to scale from low-power devices and scenarios up to high-end desktops at high resolutions, all under one implementation with a uniform look, settings, and...

Unreal Engine* 4: 制定布料模拟 CPU 优化蓝图

Realistic cloth movement can bring a great amount of visual immersion into a game. Using PhysX* Clothing* is one way to do this without the need of hand animating. Incorporating these simulations into Unreal Engine* 4 is easy, but as it is a taxing process on the CPU, it’s good to understand their...

Unreal Engine* 4: 设置 Destructive Mesh

The following is a quick guide on getting a PhysX* Destructible Mesh (DM) working setup in an Unreal Engine* 4 (UE4*) project. This guide is primarily based on personal trial and error; other methods may exist that work better for your project. See official documentation for tutorials on fracturing...

Intro to Device Side AVC Motion Estimation

This article introduces the new device-side h.264/Advanced Video Coding (AVC) motion estimation extensions for OpenCL* available for Intel Processor Graphics GPUs. Video motion estimation is a powerful feature which can enable new ways of thinking about many algorithms for video codecs and computer...

自适应屏幕空间环境光遮蔽

本文将介绍自适应屏幕空间环境光遮蔽 (ASSAO) 效果的最新实施方法,该技术经过精心设计,只需实施外观、设置和质量统一、符合行业标准的方法,就可从低能耗设备和场景扩展至高分辨率的高端台式机。

Unreal Engine* 4: Blueprint CPU Optimizations for Cloth Simulations

Realistic cloth movement can bring a great amount of visual immersion into a game. Using PhysX* Clothing* is one way to do this without the need of hand animating. Incorporating these simulations into Unreal Engine* 4 is easy, but as it is a taxing process on the CPU, it’s good to understand their...

Unreal Engine* 4: Setting Up Destructive Meshes

The following is a quick guide on getting a PhysX* Destructible Mesh (DM) working setup in an Unreal Engine* 4 (UE4*) project. This guide is primarily based on personal trial and error; other methods may exist that work better for your project. See official documentation for tutorials on fracturing...

高级渲染技巧和代码示例 GPU Pro 7

MSAA provides a neat way to reduce pixel shading without sacrificing image quality. Recently, researchers at Intel came up a with a technique called Coarse Pixel Shading that works like MSAA, Andrew Lauritzen at Intel, had come up with a clever way a few years ago to enable MSAA and deferred...

OpenGL* 性能提示: 原子计数器缓冲区与着色器存储缓冲区对象

Accompanying this article is a simple C++ application that alternates between SSBOs and ACBs. Game developers can see the effect of both methods on rendering performance (milliseconds per frame). While this article refers to graphical game developers, the concepts apply to all applications that use...

OpenGL* 性能提示:相比图像,纹理具有更出色的渲染性能

This article discusses why using a texture rather than an image can improve OpenGL rendering performance. It is accompanied by a simple C++ application that alternates between using a texture and using an image. The purpose of this application is to show the effect on rendering performance (...

OpenGL* Performance Tips: Textures Have Better Rendering Performance than Images

This article discusses why using a texture rather than an image can improve OpenGL rendering performance. It is accompanied by a simple C++ application that alternates between using a texture and using an image. The purpose of this application is to show the effect on rendering performance (...

没有任何秘密的 API:Vulkan* 简介第 0 部分:前言

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.

没有任何秘密的 API: Vulkan* 简介第 4 部分

This tutorial presents how to add vertex attributes to a graphics pipeline and how to create vertex buffers and bind them during command buffer recording. It teaches how to create memory objects that backs buffer storage, and how map them to upload data from the CPU to the GPU. Here also dynamic...

API without Secrets: Introduction to Vulkan* Part 4: Vertex Attributes

Learn how to add vertex attributes to a graphics pipeline, create buffers, reorganize rendering code, and more in this Vulkan* tutorial.

OpenGL* Performance Tips: Atomic Counter Buffers versus Shader Storage Buffer Objects

Accompanying this article is a simple C++ application that alternates between SSBOs and ACBs. Game developers can see the effect of both methods on rendering performance (milliseconds per frame). While this article refers to graphical game developers, the concepts apply to all applications that use...

Advanced Rendering Techniques and Code Samples GPU Pro 7

MSAA provides a neat way to reduce pixel shading without sacrificing image quality. Recently, researchers at Intel came up a with a technique called Coarse Pixel Shading that works like MSAA, Andrew Lauritzen at Intel, had come up with a clever way a few years ago to enable MSAA and deferred...

Using Vulkan graphics API to Render a Cloud of Animated Particles in Stardust Application

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different...

使用 Vulkan 图形 API 在 Stardust 应用中渲染一团动画粒子

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different...

没有任何秘密的 API: Vulkan* 简介第 3 部分: 第一个三角形

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and...

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and...

没有任何秘密的 API: Vulkan* 简介第 2 部分: 交换链

This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers...

没有任何秘密的 API:Vulkan* 简介第 1 部分:序言

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition...

API without Secrets: Introduction to Vulkan* Part 1: The Beginning

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition...

API without Secrets: Introduction to Vulkan* Part 2: Swap Chain

This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers...

API without Secrets: Introduction to Vulkan* Part 0: Preface

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.

Example of marble surface generated with Perlin noise using OpenCl

 适用于 OpenCL 内核的并行噪声和随机函数

This article describes and links to the Noise code sample. The sample includes an implementation of Perlin noise, which is useful for generating natural-looking textures, such as marble and clouds, for 3D graphics. It also includes a set of pseudo-random number generator functions that are...

DirectX* 12 中的多适配器支持

发布时间:2016 年 2 月 28 日

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...

小行星与 DirectX* 12:强大的性能与能耗优势

Initially shown at SIGGRAPH 2014, Intel's Asteroids code sample uses the Microsoft DirectX* 12 graphics API to render a scene of 50,000 fully dynamic and unique asteroids in two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX...

GPU Detect

发布时间:!datetime,更新时间: 2016 年 2 月 23 日

GPU Detect is a short graphics code sample demonstrates a way to detect the primary graphics hardware present in a system (including the 6th Generation Intel® Core™ processor family).

Multi-Adapter Support in DirectX* 12

发布时间:!datetime,更新时间: 2016 年 2 月 23 日

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...

GPU Detect

发布时间:2016 年 2 月 23 日

GPU Detect is a short graphics code sample demonstrates a way to detect the primary graphics hardware present in a system (including the 6th Generation Intel® Core™ processor family).

Software Occlusion Culling Figure 1

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth...

DX12 flip model swap chains

Sample Application for Direct3D 12 Flip Model Swap Chains

D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points you to the application's sample code.

DX12 flip model swap chains

Direct3D 12 翻转模型交换链示例应用

D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points you to the application's sample code.

使用 OpenGL* ES 3.1 面向 Android* 的自适应体积阴影图

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.

City Racer Icon

教程:使用英特尔® GPA 改进您的 Android* 游戏性能

下载代码样本

简介

本教程是关于对基于 Android* 的 OpenGL ES* 3.0 应用进行性能分析、瓶颈识别和渲染优化的分布指南。 示例应用 “City Racer” 将通过程式化城市设置模拟公路赛车。  我们通过英特尔® 图形性能分析器(英特尔® GPA)工具套件对应用进行性能分析。


城市与车辆组合而成的几何结构包含大约 23 万个多边形(69 万个顶点),各种材料映射于四周,而照明由单个无阴影平行光投射灯提供。 ...

Programmable Blend with Pixel Shader Ordering

This sample demonstrates how to use Pixel Shader Ordering to perform blending in a pixel shader without using fixed function blending.

Example of marble surface generated with Perlin noise using OpenCl

Parallel Noise and Random Functions for OpenCL™ Kernels

This article describes and links to the Noise code sample. The sample includes an implementation of Perlin noise, which is useful for generating natural-looking textures, such as marble and clouds, for 3D graphics. It also includes a set of pseudo-random number generator functions that are...

Asteroids and DirectX* 12: Performance and Power Savings

Initially shown at SIGGRAPH 2014, Intel's Asteroids code sample uses the Microsoft DirectX* 12 graphics API to render a scene of 50,000 fully dynamic and unique asteroids in two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX...

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.

快速的 ISPC 纹理压缩工具 - 更新

该代码示例在一流的 BC7 纹理压缩工具中添加了高质量的 ETC1 和 ASTC 压缩,可实现快速的 ISPC 纹理压缩。

Squares – 10-point Touch Sample

发布时间:!datetime,更新时间: 2015 年 8 月 21 日作者:Mike Yi (Intel)

Download Squares Game Executable Download Sample Code

Squares is a 4-player game where players face off against each other to eliminate all the squares of their designated color as fast as possible. Everyone is timed, so players know who...

City Racer Icon

Tutorial: Using Intel® GPA to improve the performance of your Android* game

This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of...

Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.

The Last Line Effect

I have studied numbers of errors caused by using the Copy-Paste method and can assure you that programmers most often tend to make mistakes in the last fragment of a homogeneous code block. I have never seen this phenomenon described in...

Partitioning Sequence Quicksort

OpenCL 2.0 中的 GPU-Quicksort: 嵌套并行性和工作组扫描函数

发布时间:!datetime,更新时间: 2015 年 3 月 4 日作者:Robert I. (Intel)

简介 Quicksort 简史 GPU-Quicksort 简介 OpenCL 1.2 中的 GPU-Quicksort 将 GPU-Quicksort 转为 OpenCL 2.0 教程要求 运行教程 总结 参考资料 关于作者 下载代码 简介

本教程展示了如何使用 OpenCL™ 2.0 的两个强大特性: enqueue_kernel 函数,支持您排列设备中的 kernel;work_group_scan_exclusive_add 和...

Fast Fourier Transform for Image Processing in DirectX* 11

This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared...

3D Fluid Simulation Using OpenCL™ Technology

The sample demonstrates shallow water solver implemented with the OpenCL™ technology. The Shallow Water sample relies on flux splitting method for solving the approximated Navier-Stokes equations.

HDR Rendering with God Rays Using OpenCL™ Technology

This sample demonstrates a CPU-optimized implementation of the God Rays effect, showing how to: Implement calculation kernels using the OpenCL™ technology C99 Parallelize the kernels by running several work-groups in parallel Organize data exchange between the host and the OpenCL device

HDR Tone Mapping for Post Processing Using OpenCL™ Technology

The Tone Mapping sample demonstrates how to use high dynamic range (HDR) rendering with tone mapping effect with OpenCL™ technology.

Sharing Surfaces between OpenCL™ and OpenGL* 4.3 on Intel® Processor Graphics using implicit synchronization

Download Sharing Surfaces Code Sample Zipfile

Introduction

This example demonstrates the creation of a texture in OpenGL* 4.3 that has a sub-region updated by an OpenCL™ C kernel running on Intel® Processor Graphics with Microsoft...

XDK Game Support

Intel® XDK’s Initial Release of HTML5 Games Support and iOS* Debugging

 

HTML5 Games & Debugging

Season’s Greetings Everyone!  Just in time for the holiday season and all of the free time you may have in your holiday and New Year’s vacations, we’re giving you something to really play with – create and...

Sparse Procedural Volumetric Rendering Fire

Sparse Procedural Volumetric Rendering

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Sparse Procedural Volumetric Rendering (SPVR) is a technique for rendering real-time volumetric effects. We’re excited that the upcoming book “GPU Pro 6” will include an SPVR chapter. This document...

Guide Your Heterogenous Programming Decisions with Intel® Graphics Processor Performance Attributes in GPUInfo

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About the Sample

The GPUInfo sample code associated with this paper demonstrates the use of Microsoft D3D9, DXGI and D3D11 APIs to obtain Intel-specific, performance-related...

Blocks

Sierpiński Carpet in OpenCL* 2.0

We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0

wap_tms = {};

Prerequisites:

      A laptop or a workstation with the 5th Generation Intel® Core™ Processor

OpenCL™...

Efficient Order-Independent Transparency on Android* Using Fragment Shader Ordering

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Introduction

This sample demonstrates the use of the extension GL_INTEL_fragment_shader_ordering, which is written against the OpenGL* 4.4 core profile and GLES 3.1 specifications. The minimum OpenGL version...

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.

Cloud Rendering Sample Updated

An update to the cloud rendering samples with several improvements.

Clustered Shading Screenshot

Forward Clustered Shading



This sample demonstrates Forward Clustered Shading, a recently proposed light culling method that allows the convenience of forward rendering, requires a single geometry pass, and efficiently handles high light counts. Special care has...

Clustered Shading Android* Sample

Provides instructions and samples for clustered shading in Android*.

An investigation of fast real-time GPU-based image blur algorithms

Explains blur filters, how to apply for different hardware types, and other optimizations.

Deferred Rendering for OpenGL* ES3.0 on Android*

This article outlines how you can efficiently implement rendering techniques on mobile devices using OpenGL* ES such as: forward rendering, deferred lighting (light pre-pass) and deferred shading.

Tessellation for OpenGL ES 3.1 on Android

This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics.

Fragment Shader Ordering with OpenGL 4.2

This Windows OpenGL 4.2 Sample was written by John Hartwig - Software Engineer at Intel Corporation.

Introduction

Fragment Shader Ordering is a graphics extension that Intel has implemented for OpenGL 4.2 to be used with 4th Generation...

Android* Texture Compression - a comparison study with code sample

This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.

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