This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
This white paper proposes an implementation for the Infinite Impulse Response (IIR) Gaussian blur filter using Intel® Advanced Vector Extensions (Intel® AVX) instructions. For a 2048x2048 image size, the AVX implementation is ~2X faster than the SSE code.
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)...
The availability of Ultrabook and Win 8 Tablets create a new frontier for PC gaming; one that brings touch and sensors inputs to parity with mouse and keyboard
How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
How to extend light scattering to support spot and point light sources.
This update consists of new features and optimizations which have reduced the total Software Occlusion Culling time and the total frame time by a factor of 4X and 2X respectively.
How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
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).