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.
View ArticleIncrease Your FPS with CPU Onload Presentation at GDC 2011
I'll be giving a talk along with Doug McNabb at GDC 2011 in San Francisco titled "Increase your FPS with CPU Onload".
View ArticleFoliage Patch - Organizing Our Data
This blog post discusses how we organize our foliage data with patches. The previous blog post mentioned that we separate foliage rendering into full-3D objects near the camera, and 2D billboard...
View ArticleIncrease Your FPS with CPU Onload Presentation at GDC 2011
I'll be giving a talk along with Doug McNabb at GDC 2011 in San Francisco titled "Increase your FPS with CPU Onload". CPU Onloading allows a developer to move a portion of the graphics workload to the...
View ArticleLet's Render Some Foliage
IntroductionThis blog series discusses some ideas and issues around rendering foliage. Why? I’m on Intel’s Game Technology Development team. We make samples around gaming on Intel platforms....
View ArticleFoliage Patch - Organizing Our Data
IntroductionThis blog post discusses how we organize our foliage data with patches. The previous blog post (here) mentioned that we separate foliage rendering into full-3D objects near the camera, and...
View ArticleSparse Procedural Volumetric Rendering
Download Source Code ZIPfileSparse Procedural Volumetric Rendering (SPVR) is a technique for rendering real-time volumetric effects. We’re excited that the upcoming book “GPU Pro 6” will include an...
View ArticleMapping an Intel® RealSense™ SDK Face Scan to a 3D Head Model
Download Code SamplesDownload PDF [1.08 MB]This code sample allows the user to scan their face using a front-facing Intel® RealSense™ camera, project it onto a customizable head mesh, and apply...
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