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.
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.
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).
Leveraging built in virtual keyboard access in full screen mode games and applications.
How to implement high-quality light scattering effects into large outdoor environments in real time.