Source code examples for "API without Secrets: Introduction to Vulkan" tutorial
ISPC Texture Compressor
An example application that demonstrates how to detect which Intel GPU is present, as well as architecture-specific information such as how much memory is available.
This sample uses D3D12 Sampler Feedback as part of an asynchronous texture streaming solution.
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
Heterogeneous & Homogeneous CPU Detect for Intel Processors
Intel® Graphics Performance Analyzer plugin for Unreal Engine* 4
Tool for collection and processing of ETW events related to frame presentation on Windows.
A task scheduling framework designed for the needs of game developers.
Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn/DXT) via plugin. The purpose of this plugin is to provide a tool for artists to access superior compression results at optimized compression speeds within Photoshop*.
Interactive visualization for understanding swap chains in D3D12
Repository with code samples for "API without Secrets: The Practical Approach to Vulkan" series of articles.
Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
Demonstration of Integrated + Discrete Multi-Adapter modified from Microsoft's D3D12nBodyGravity
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
Intel Asteroids DirectX 12 Sample
Conservative Morphological Anti-Aliasing 2.0
A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading
A wrapper for Intel(R) MetricsDiscovery API that simplifies some common tasks and provides a more unified interface across different graphics APIs.
Demo and Library for Adaptive Sync
Command line tool for offline shader ISA inspection.
An experimental ISPC backend for SPIRV-Cross
The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.
Library of ImGui controls for displaying performance metrics.
DirectX 12 Explicit Heterogeneous Multi-adapter Sample implementing Split Frame Rendering
Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine
Unreal Engine 4 sample showing how to take advantage of the CPU for more realistic scenes
A plugin for system capability detect in Unreal Engine 4
Using ISPC, Microsofts nBodyGravity DX12 sample has been modified to provide a fully vectorized and fully threaded CPU based backend for the compute part of the workload.