Article

DirectX* Constants Optimizations for Intel® Processor Graphics

by Katen Shah, Luis Gimenez , Arzhange Safdarzadeh

作者: Arzhange Safdarzadeh (Intel) 最后更新时间: 2019/11/13 - 21:19
Article

Microsoft DirectCompute on the 2nd Generation Intel® Core™ Processor

This is the second and last part of the Microsoft DirectCompute series. This article covers programming DirectCompute with Microsoft DirectX* 10–class graphics processors, while the previous article focused on Microsoft DirectX 11–class hardware.
作者: 最后更新时间: 2019/11/13 - 21:19
Article

GPU Detect

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).
作者: 管理 最后更新时间: 2019/11/19 - 11:56
Article

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 buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
作者: Kiefer Kuah (Intel) 最后更新时间: 2019/11/19 - 11:10
博客

GTD Light Scattering Sample Updated

How to extend light scattering to support spot and point light sources.
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

Did you see the preview of Codemasters’ GRID2 running on Intel 4th Gen Core?

Let’s go back in time for a little perspective.

作者: Mitchell L. (Intel) 最后更新时间: 2019/06/23 - 19:11
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

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
Article

Codemasters GRID 2* on 4th Generation Intel® Core™ Processors - Game Development Case Study

Downloads
作者: 最后更新时间: 2019/11/15 - 14:10