Excited to share 2025 update from our team, including our presence at #HPG and #SIGGRAPH: https://t.co/5TeBuVRSG0
We focus on visual efficiency and democratizing high-end visual experiences.
If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend!
https://t.co/subTehJL8J
Tomorrow (Tuesday) at SIGGRAPH and 11:15 am we will be demonstrating N-Dimensional Gaussian Fitting interactively and will be giving some insight into the applications and method. Join us at Exhibit Hall F for our demo!
Check out the update from Intel Graphics Research on the recent work we are presenting at HPG and SIGGRAPH this week. New technologies and ecosystem contributions for graphics and emerging 3D GenAI field (1/n)
https://t.co/kDxjCprNcb
Looking for a fast method to render your large-scale game components?
Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
We are finally releasing the code for NDG so you can train 6D Radiance Fields, 10D+ Global Illumination or use it in your own applications. We are aiming to improve the codebase over time so reach out in Denver or online!
https://t.co/gHy8js2Mrb
Blender 4.2 LTS is out with the latest Intel Open Image Denoise 2.3, which significantly improves quality in High Quality + Accurate Prefilter mode, adds a new Fast Quality mode for even faster previews, enables GPU denoising for CPU renders and AMD GPU support as well. #IamIntel
Intel Open Image Denoise 2.3.0 is out! It significantly improves quality for HDR denoising w/ pre-filtering using a larger model, adds 'fast' quality mode for ~1.5-2x higher perf, Intel Arrow Lake, Lunar Lake and Battlemage GPU support, and more: https://t.co/OISkDpn8Vo #IamIntel
Wrote a short blog with a bit of a background on why we chose to work on the problem of N-Dimensional fitting and why we think our approach is a good idea over previous work! Hope it gives some insight about our approach!
https://t.co/PLYvIKkEl0
PC game and performance analysis just leveled up with PresentMon 2.0! More accurate metrics, new graphing and overlay options, expanded percentile stats, and more. Follow the link to learn more and download version 2.0 today: https://t.co/i21bYRKGNf
XeSS 1.3 is out today with new presets, scaling factors, and updated models to boost performance and quality.
Read more about it: https://t.co/Uk8rs8rPIO #XeSS
@intel@nvidia For Stable Diffusion 3, we measured the training throughput for the 2B Multimodal Diffusion Transformer (MMDiT) architecture model. Gaudi 2 trained images 1.5x faster than the H100-80GB, and 3x faster than A100-80GB GPU’s when scaled up to 32 nodes. (2/3)
Intel Open Image Denoise 2.2.0 is out! It improves image quality and CPU performance, adds support for Intel Meteor Lake GPUs, Apple GPUs (via Metal) and all ARM64 CPUs, removes dependency on CUDA Runtime (switches to Driver API), and more! https://t.co/XDwtJdE8tD #IamIntel
The team of Computer Graphics Research Scientists at #Intel is hiring summer interns to work on-site on challenging problems to bring real-time path tracing one step closer to run on Intel #GPUs.
Come join us to make a difference.
https://t.co/S7zQWmoJU7
If you like to do some compute GPU work on your laptop, MTL and Linux has got you covered... Oh and Blender works with it too!
Nice work by Intel software teams to enable some of the great integrations of the Intel hardware graphics teams!
Featuring #XeSS support and built-in #IntelArc GPUs, #IntelCore Ultra processors average 39% better performance on tons of games. https://t.co/N0Vz5LnkPR
Intel Graphics Research scientists worked on two #SIGGRAPHAsia2023 papers. Drop by Friday morning if you are in Sydney. 1. How can we make gloss perceptually better https://t.co/RM9mSAEV4f and 2. How can we extrapolate and upsample with guidance at once https://t.co/nUcY2PeeFV