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CPU Texture Compositing with InstantAccess

This sample updates the existing CPU Texture Compositing to use the InstantAccess extension for the composited textures within 4th Generation Intel® Core™ processors Iris™ and Iris™ Pro graphics.
作者: David Bookout (Intel) 最后更新时间: 2019/07/06 - 20:30
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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: 2019/05/03 - 14:50
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Outdoor Light Scattering Sample

How to implement high-quality light scattering effects into large outdoor environments in real time.
作者: 最后更新时间: 2019/05/03 - 13:39
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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: 2019/05/03 - 14:18
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Conservative Morphological Anti-Aliasing (CMAA)

 

作者: Leigh D. (Intel) 最后更新时间: 2019/05/03 - 16:17
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Applying Intel® Threading Building Blocks Observers for Thread Affinity on Intel® Xeon Phi™ Coprocessors

In spite of the fact that the Intel® Threading Building Blocks (Intel® TBB) library [1] [2] provides high-level task based parallelism intended to hide sof

作者: Alex (Intel) 最后更新时间: 2019/08/01 - 09:30
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Cloud Rendering Sample

Using Pixel Shader Ordering a, DirectX extension, Cloud Rendering is vastly improved with better outdoor lighting technology.
作者: 最后更新时间: 2019/05/03 - 14:05
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Clustered Shading Android* Sample

Provides instructions and samples for clustered shading in Android*.
作者: 最后更新时间: 2019/05/09 - 21:50
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Cloud Rendering Sample Updated

An update to the cloud rendering samples with several improvements.
作者: 最后更新时间: 2019/05/03 - 15:53
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The Last Line Effect

作者: Andrey Karpov (Blackbelt) 最后更新时间: 2018/05/30 - 07:00