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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

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

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

Ocean Fog using Direct3D* 10

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

Rendering grass with Instancing in DirectX* 10

Introduction

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

Using H.264/AVC DirectX* Video Acceleration with the Intel® G45/GM45 Express Chipsets

This whitepaper discusses the implementation guidelines for the decoding of H.264/AVC video using DXVA on the Intel® Graphics Media Accelerator X4500HD to enable full 1080p high definition video playback, including Blu-ray* movies.
作者: eric-sardella (Intel) 最后更新时间: 2017/06/07 - 10:55
Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
作者: JOHN V. (Intel) 最后更新时间: 2018/01/24 - 12:12
Article

Grass

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 - 17:47
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
作者: 管理 最后更新时间: 2018/01/24 - 12:12
Article

Comparing Shadow Mapping Techniques with Shadow Explorer

Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.
作者: Quentin Froemke (Intel) 最后更新时间: 2019/05/03 - 14:17