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Porting Existing Game Engines to Metro

Introduction.

作者: steve-hughes (Intel) 最后更新时间: 2019/05/09 - 22:30
Article

Video Gross Error Detection

The Video Gross Error Detection methodology is designed to provide a platform independent, automated way to measure content delivery and quantify the video playback experience.
作者: Royce Fernald (Intel) 最后更新时间: 2017/06/07 - 09:27
Article

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
作者: Adam Lake (Intel) 最后更新时间: 2019/05/03 - 16:02
Article

Alternatives to Using Z-Bias to Fix Z-Fighting Issues

Introduction

by Matt McClellan and Kipp Owens

作者: 最后更新时间: 2018/01/24 - 12:12
Article

Z Fighting Code Sample

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.
作者: 最后更新时间: 2019/07/07 - 19:35
Article

Understanding Memory Access Characteristics of Motion Estimation Algorithms

Introduction

By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group

作者: Alex Lopez-estrada (Intel) 最后更新时间: 2018/01/24 - 12:12
Article

Transcoding and Codec Optimization: Tips & Tricks

Introduction

by Khang Nguyen

作者: Nguyen, Khang T (Intel) 最后更新时间: 2018/08/30 - 13:35
Article

Accelerating Digital Multimedia Production with Hyper-Threading Technology

Overview
作者: 管理 最后更新时间: 2017/06/07 - 10:15
Article

Achieving Performance: An Approach to Optimizing a Game Engine

by Will Damon

作者: 最后更新时间: 2018/01/24 - 12:12
Article

Video Frame Display Synchronization

by Dan H. Nowlin, Intel Corporation

作者: Dan Nowlin (Intel) 最后更新时间: 2018/05/24 - 18:21