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

Рендеринг с динамическим разрешением

Выбор разрешения экрана - один из ключевых аспектов практически любого графического приложения. В данной работе и сопутствующем ей исходном коде показывается, что данный выбор больше не стоит так остро.
作者: 最后更新时间: 2018/12/11 - 12:54

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: 2019/07/06 - 20:30

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: 2019/05/03 - 14:19

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

Shadow Mapping Algorithm for Android*



Shadow Mapping Algorithm for Android* [PDF 440KB]


作者: Stanislav P. (Intel) 最后更新时间: 2018/01/24 - 12:12

Sparse Procedural Volumetric Rendering

Download Source Code ZIPfile

作者: 最后更新时间: 2019/05/03 - 13:47

Процедурный рендеринг разреженного пространства

Download Source Code ZIPfile

作者: Alexey Kostadinov (Intel) 最后更新时间: 2019/01/02 - 12:48

Multi-Adapter Support in DirectX* 12

This sample shows how to implement an explicit multi-adapter application using DirectX 12. Intel’s integrated GPU (iGPU) and a discrete NVIDIA GPU (dGPU) are used to share the workload of ray-tracing a scene. The parallel use of both GPUs allows for an increase in performance and for more complex workloads. This sample uses multiple adapters to render a simple ray-traced scene using a pixel...
作者: 管理 最后更新时间: 2019/05/03 - 16:13

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
作者: Pawel L. (Intel) 最后更新时间: 2019/01/02 - 12:40