Microsoft DirectX*

GDC 2013: Perceptual Computing, HTML5, Havok, and More

The world’s largest game developer conference is officially over, and what a week it was! From perceptual computing to game engines to HTML5, there was a lot going on. Let’s take a look at some of the Intel®-related highlights from this busy week in San Francisco.

Intel Perceptual Computing Developer Day

New Developer Tools from Intel® Announced at GDC 2013

Lots of great developments for game developers at the Game Developers Conference, including a wide range of brand new developer tools unveiled from Intel. This week at GDC, Intel showcased two new DirectX extensions that will give developers access to the fourth generation core code-named Haswell’s inner workings, work with HandBrake, a new version of the Perceptual Computing SDK, and a couple of new contests for developers. 

Two new extensions

Adaptive Volumetric Shadow Maps

Adaptive Volumetric Shadow Maps use a new technique that allows a developer to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.  This new data structure and technique allows for generation of dynamic, self-shadowed volumetric media in realtime rendering engines using today’s DirectX 11 hardware.

Software Occlusion Culling Update

This is an update to the Software Occlusion Culling sample. This update consists of new features and optimizations which have reduced the total cull time and the total frame time by a factor of 4X and 2X respectively. Below is a screen shot of the updated sample.

Here is a list of the new features / updates that are included in this version of the sample:

Tutorial Windows* 8: Escrevendo uma Aplicação Multithreaded para a Windows Store* usando a biblioteca Intel® Threading Building Blocks.

É sabido que a API das aplicações Windows Store não disponibiliza algumas funções comuns para trabalhar com Threads, como a CreateThread e aquelas que trabalham com chaves TLS (Thread-local storage). Esta é mais uma grande oportunidade para migrar o seu desenvolvimento de aplicações de um paralelismo baseado em threads para um paralelismo baseado em tarefas. Este post demonstra as instruções passo-a-passo para escrever um exemplo que usa paralelismo e que pode passar pela validação do Windows App Certification Kit (WACK).

Windows* 8 Tutorial: Writing a Multithreaded Application for the Windows Store* using Intel® Threading Building Blocks.

It is known that the Windows Store apps API is missing some commonly used thread functions, such as function CreateThread() and those that work with TLS keys. This is yet another great opportunity to move your application development from thread-based parallelism to task-based parallelism. This post shows step-by-step instructions for writing an  example that uses parallelism and that can pass validation by the Windows App Certification Kit (WACK). This example can be expanded upon to support clients for online games and more.

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