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Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
作者: Juanbin L. (Intel) 最后更新时间: 2018/08/30 - 10:47
Article

Kaboom - Retired

Intel Engineers are no longer directly supporting or updating this sample. Please check on our forums for community support.

作者: 管理 最后更新时间: 2019/01/03 - 17:09
Article

IIR Gaussian Blur Filter Implementation using Intel® Advanced Vector Extensions

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.
作者: Brijender Bharti (Intel) 最后更新时间: 2017/06/07 - 12:19
Article

Fluid Simulation for Video Games (Part 8)

This is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises.
作者: 最后更新时间: 2018/01/24 - 12:12
Article

Using UMC De-multiplexer with the Intel® Media Software Development Kit

The Intel® Media Software Development Kit (SDK) can be used to encode, transcode, decode video content. This paper leverages the Intel® Media SDK and the Intel® IPP samples to describe how to use a de-multiplexer to handle decoding MP4/AVC streams.
作者: Nguyen, Loc Q (Intel) 最后更新时间: 2019/03/11 - 14:50
Article

Using Unsupported Color Formats with the Intel® Media Software Development Kit

In this article we will discuss how to use the Intel® Integrated Performance Primitives (Intel® IPP) library to convert some common type of color formats like RGB, RGBA, BGR and BGRA into those that can be recognized by the Intel® Media SDK.
作者: Nguyen, Khang T (Intel) 最后更新时间: 2019/03/11 - 14:50
Article

Fluid Simulation for Video Games (part 9)

This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
作者: 最后更新时间: 2018/01/24 - 12:12
Article

Fluid Simulation for Video Games (part 11)

By Dr. Michael J. Gourlay

作者: 最后更新时间: 2018/12/10 - 18:02
Article

Early Z Rejection

This sample demonstrates two ways to take advantage of early Z rejection.
作者: 管理 最后更新时间: 2018/05/30 - 07:40
Article

Batch Size

This sample demonstrates the use of instancing to limit the number of draw calls to minimize driver overhead and maximize hardware efficiency.
作者: 管理 最后更新时间: 2018/05/30 - 07:40