Intel announced the creation of a new research function in the field of graphic systems as part of Accelerated Computing Systems and Graphics Group (AXG). The new division is negotiated relatively recently adopted by Anton Kaplanian, the vice-president of the group of accelerated computing systems and graphs. Kaplanian adds to its existing long rank position of the main technologist and director of the organization's research organization.
Kaplanian believes that needed a richer schedule not only for games, but also for future immersive impressions, which Raja Koduri spoke back in December. This means expanded graphics for remote work and presence, photorealistic simulation and three-dimensional virtual environment, "photographed" user. To make it happen, not only more powerful graphics cards for PCs, but also a powerful graphic acceleration for the entire range of devices from PCs, tablets and smartphones to your home intelligent devices. Intel declares that it is preparing for this task in order to "promote the whole area, all ecosystem."
When Kaplanian worked in Crytek, he published a cult scene Sponza, which "became the default scene in games, visualization, cinema and other areas of research and development." The presence of such a standard allows the schedules to test their hardware and software innovations with reproducibility and comparability. In 2022, we get an updated scene depicting the sponge atrium in Dubrovnik, Croatia. It presents physically substantiated materials with 4K textures and high-resolution geometry, photogrammetricly compared with a stunning real location.
Looking a little further into the future graphics, Kaplanyan offers a wide overview of the studies that his research organization will consider in the coming months on schedule. At the moment, this fork has three main directions. According to Kaplanyan, thanks to the achievements in the field of graphic equipment that opens the graphic capabilities with rays tracing, Intel will work on problems related to track tracing. He claims that the industry has not yet reached the level when tracing of rays in real time would become a practical solution for the majority.
Kaplanian also mentions machine learning, which he described as an "excellent approximation tool for solving complex tasks", including schedule. "Work on xess is just the beginning of using Intel for machine learning," says the head of the Graphic Study Department.
Finally, Kaplanian sees the following boom graphics in user 3D-content. He shares his thoughts about making such content as simple as creating video - now it is a hobby, a calling or a career for thousands of YouTubes.
In addition to the demonstration of a new improved SPONZA scene, much of what, according to Intel Graphics, it works, it sounds rather as the catching project of the NVIDIA GeForce. As a relatively new enterprise, it is somewhat clear, and we must be patient. Nevertheless, updates from Intel Graphics Research Organization, say, in a year, we hope, demonstrate a little more evidence of inspiration, and not what I also think.
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