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VRS-DoF
Variable Rate Shading and Depth of Field
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Multi-Adapter-Particles
Demonstration of Integrated + Discrete Multi-Adapter modified from Microsoft's D3D12nBodyGravity
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GTS-GamesTaskScheduler
A task scheduling framework designed for the needs of game developers.
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gpudetect
An example application that demonstrates how to detect which Intel CPU and GPU is present, as well as architecture-specific information such as how much memory is available.
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asteroids_d3d12
Intel Asteroids DirectX 12 Sample
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MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
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CMAA2
Conservative Morphological Anti-Aliasing 2.0
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D3D12VariableRateShading
A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading
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MetricsDiscoveryHelper
A wrapper for Intel(R) MetricsDiscovery API that simplifies some common tasks and provides a more unified interface across different graphics APIs.
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ASSAO
Adaptive Screen Space Ambient Occlusion
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AdaptiveSync
Demo and Library for Adaptive Sync
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IntelShaderAnalyzer
Command line tool for offline shader ISA inspection.
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stardust_vulkan
The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.
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Glorp
A demo showing off particle improvments in Unreal*.
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MetricsGui
Library of ImGui controls for displaying performance metrics.
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DX12-Multi-Adapter
DirectX 12 Explicit Heterogeneous Multi-adapter Sample implementing Split Frame Rendering
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DynamicCheckerboardRendering
Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine
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PracticalVulkan
Repository with code samples for "API without Secrets: The Practical Approach to Vulkan" series of articles.
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IntroductionToVulkan
Source code examples for "API without Secrets: Introduction to Vulkan" tutorial
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RCRaceland
Unreal Engine 4 sample showing how to take advantage of the CPU for more realistic scenes
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UnrealCapabilityDetect
A plugin for system capability detect in Unreal Engine 4
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OcclusionCulling
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
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AOIT-Update
Adaptive Order Independant Transparency Sample
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ISPC-DirectX-Graphics-Samples
Forked from microsoft/DirectX-Graphics-SamplesUsing 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.
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DeferredCoarsePixelShading
Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)
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OpenGL-ES-3.0-Deferred-Rendering
OpenGL ES 3.0 Deferred Renderer

