Article

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 12 APIs at the tap of a button. Get the sample here!
作者: 最后更新时间: 2019/11/13 - 21:19
Article

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.
作者: 最后更新时间: 2019/11/13 - 21:19
Article

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

Download Original Sample 

作者: Leigh D. (Intel) 最后更新时间: 2019/11/13 - 21:19
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
作者: Leigh D. (Intel) 最后更新时间: 2019/11/13 - 21:19
Article

Forward Clustered Shading

 

 

作者: 最后更新时间: 2019/11/13 - 21:19
博客

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
作者: Matthew Fife (Intel) 最后更新时间: 2019/11/13 - 21:19
博客

Cloud Rendering Sample Updated

An update to the cloud rendering samples with several improvements.
作者: 最后更新时间: 2019/11/13 - 21:19
博客

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).
作者: 最后更新时间: 2019/11/13 - 21:19
博客

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.
作者: 最后更新时间: 2019/11/13 - 21:19
博客

Software Occlusion Culling Update 2

Updates to Software Occlusion Culling with rasterizer optimizations to help improve frame rate and total cull time.
作者: 最后更新时间: 2019/11/13 - 21:19