Comparison of Projection Methods for Rendering Virtual Reality

Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of virtual reality display devices have two properties that typical applications have not needed to consider before. Pixels no longer appear on regular grids and the displays...
Authored by admin Last updated on 05/03/2019 - 15:34

Making your VR application more realistic – adding complex physics to games

Nowadays, VR is welcomed by lots of developers, OEMs, and end users. People enjoy VR experience as they can be immersive in a virtual world.

Authored by Huang, Chao (Intel) Last updated on 05/09/2019 - 13:08
Blog post

See Why Vertigo Software* Recommends Intel® Core™ i7 Processors for their VR game Arizona Sunshine

Learn what advanced features the developers of upcoming VR title Arizona Sunshine were able to add to the game if you have an Intel® Core™ i7 Processor (hint: it involves dismembering zombies).
Authored by Joshua Bancroft (Intel) Last updated on 05/02/2019 - 16:27

Beamr 5 4K 10bit HEVC Encoder* + Intel® Iris® Pro Graphics

Beamr’s new HEVC encoding solution enables real-time software-based video encoding that supports 10bit high dynamic range (HDR), including HDR10 and Dolby Vision.

Authored by admin Last updated on 07/06/2019 - 20:30

API without Secrets: Introduction to Vulkan* Part 6

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
Authored by Pawel L. (Intel) Last updated on 12/06/2018 - 16:27

Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew

Virtual Reality (VR) is a segment where the combination of environmental interaction, enhanced physics simulation, and destruction can become the frosting on the cake that keeps a player in your game and wanting more. This article will take you through each of the CPU-intensive features implemented in Star Trek™: Bridge Crew* with instructions on utilizing the systems they’ve been built upon.
Authored by Last updated on 05/02/2019 - 16:12

From UAV to VR in No Time: Autodesk® ReCap™ Photo Quickly Renders 3D Structures Thanks to Multicore Scalability

Creating 3D models of an outdoor scene for use in architecture, engineering, and construction is now easier and faster than ever with the help of UAVs, Autodesk ReCap Photo, and high-core-count Intel Xeon processors. Businesses in these sectors can take advantage of the new speed, ease, and availability of 3D modeling based on photogrammetry to meet more deadlines, speed construction time,...
Authored by admin Last updated on 12/11/2017 - 16:43

Unreal* Engine 4 Optimization Tutorial, Part 4

The part 4 of this tutorial is on Optimization Viewmodes which include Light Complexity, Lightmap Density, Stationary Light Overlap, Shader Complexity, (& Quads), Quad Overdraw and LOD Coloration
Authored by Errin Miller (Intel) Last updated on 05/07/2019 - 18:30
Blog post

-NEW- Intel® Graphics Driver for Windows® 10 64-bit [6th, 7th & 8th Generation]

DRIVER VERSION: (Windows Driver Store Version
Authored by Coppock, Michael J (Intel) Last updated on 05/02/2019 - 16:12