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CES 2017: Intel Presents a World of Virtual Reality Experiences

Posted on January 6, 2017

Jan. 4 Virtual Reality News Conference Highlights:

On Wednesday, Intel displayed the first 10nm-powered 2 in 1 PC running Intel’s next generation processor, codenamed Cannon Lake. As part of the demonstration, the 2 in 1 played the company’s latest commercial featuring Jim Parsons and Michael Phelps. The company continues to expect to ship Cannon Lake chips this year.

Krzanich showcased the first demonstration of a live sports event streamed with Intel’s virtual reality technology. He disclosed plans to bring VOKE VR to Oculus Rift later this year. Intel will be among the first technology providers to enable the live sports experience on multiple VR devices.
https://www.youtube.com/watch?v=85oLxIg1p6M

The news conference marked the first time 250 people in the same place at the same time independently performed a live industrial inspection using 360-degree, 4K video. The audience inspected a 2,000-acre solar power plant in the Moapa River Indian Reservation. A drone loaded with Orah 4i high-definition cameras and a low-power, high-latency computing solution gathered the inspection data.

Intel and HypeVR, a computer vision company focused on developing ultra-high-resolution live action VR capture and playback with six degrees of freedom, announced that they are looking to partner to bring HypeVR volumetric video content to Project Alloy in 2017. Unveiled in August, Project Alloy is an all-in-one merged reality solution in which the real world and virtual worlds are seamlessly combined. Intel also announced today that it is planning to productize the open hardware platform in the fourth quarter with some of its top OEMs.

HypeVR’s proprietary volumetric capture and playback engine powered the live action VR exploration of the Ban Gioc waterfall, one of Vietnam’s most breathtaking natural sights. It was the first public demonstration in which viewers could freely walk around in a live-action, non-artist created CGI video. The audience moved in, out, and around the 3-D scene. The experience foreshadowed the future of video and a different way in which content potentially will be created for VR.

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