Our solutions

01

Design

$

02

Calibrate

$

03

Edge-blend

$

04

Playback

$

05

Control

Design

Plan and verify

Designer PRO

Calibratie

Automatic auto-align

Calibrate PRO

C/C++ integration

SDK PRO

Edge-blend

Game and desktop

Display PRO

Projection mapping

Mapper PRO

Perfect monitor views

LCD PRO

Playback

Madia and show control

Player PRO

Content composer

Presenter PRO

Control

Touch interraction

Touch pannels

Immersive SDK PRO

Low-level C/C++ integration of warping & edge-blending

Source code level integration into any DirectX or OpenGL graphics engine or custom Image Generator (IG). Embed professional post-processing warping and blending directly into your rendering pipeline with zero wrapper overhead.

C/C++

Headers & DLLs

DX & OGL

DirectX 9/11/12 & OpenGL

.procalib

Native Loader

Immersive SDK PRO

1. Design

$

2. Align

$

3. Integrate

The challenge

Engineered for developers who need maximum performance

Standard desktop-hook wrappers or external display drivers don't always fit specialized Image Generators, proprietary flight simulators, or strict real-time graphics pipelines

u

Need low-level warping and edge-blending embedded natively inside your proprietary graphics engine or simulator?

u

Want zero-latency post-processing without relying on external desktop hooks, display driver wrappers, or virtual desktop overlays?

u

Looking to build a commercial Image Generator (IG) system with built-in camera-based multi-projector auto-calibration?

u

Require direct loading of .procalib calibration files produced by Immersive Calibration PRO inside C/C++ rendering loops?

Immersive SDK PRO provides the exact low-level solution. Designed as a lightweight set of C/C++ headers and DLL libraries, it hooks directly into your DirectX or OpenGL rendering calls. You gain full control over framebuffers, multi-channel post-processing, and multi-projector warping with non-measurable GPU latency.

Key features

Everything needed for native rendering integration

Complete C/C++ API toolset, multi-API DirectX/OpenGL hooks, and seamless calibration file support

C/C++

Source code level pipeline integration

Embed multi-projector warping and edge-blending directly into your graphics pipeline code. Standardized C/C++ header files, dynamic link libraries (.dll), and static link libraries (.lib) give you direct control over initialization, frame rendering, and teardown.

Z

DirectX & OpenGL support

Universal support for DirectX 9, DirectX 11, DirectX 12, and OpenGL graphics pipelines. Works seamlessly across windowed, full-screen, and multi-viewport rendering engines.

Z

Native .procalib loader

Directly load exported `.procalib` alignment files generated by Immersive Calibration PRO (Free or Standalone licenses). No manual mesh or blend texture recalculation required.

Z

Custom image generator (IG) building

Empowers flight simulator developers, military training solution providers, and planetarium engineers to build custom IG software with native multi-projector warping built-in.

Z

Comprehensive API & HTML docs

Includes complete C/C++ header documentation, clear method signatures, step-by-step HTML API reference guides, and copy-pasteable sample code projects for visual studio.

Z

Zero-Latency GPU post-processing

Hooks directly into rendering framebuffers using native GPU shaders. High-precision 16-bit HDR color processing, anisotropic filtering, and zero-frame-delay execution.

Z

Multi-channel & Multi-GPU support

Seamlessly manages multiple display channels across single or multi-GPU configurations, binding distinct warp meshes and blending profiles per output channel.

Integration workflow

Simple 3-step implementation pipeline

Add professional multi-projector alignment into your graphics software in hours, not months

01

Calibrate & Export .procalib

Use Immersive Calibration PRO (Free or Standalone) to perform automated camera-based screen calibration and export the alignment data as a `.procalib` file.

02

Include Headers & Link DLL

Add `ImmersiveSDK.h` to your visual C/C++ project, include the static library in your build configuration, and ship the lightweight DLL alongside your application binary.

03

Hook Graphics Render Loop

Initialize the SDK instance, pass your DirectX/OpenGL device handle, load the `.procalib` file, and call `ApplyWarpAndBlend()` inside your main render loop right before buffer swap.

DirectX 9 / 11 / 12

OpenGL 3.x+ / Core

C / C++ Native API

.procalib Native Parser

16-bit HDR Blending

Anisotropic Filtering

Multi-Channel GPU Sync

Sample Code Included

Integrate Immersive SDK PRO into your software

Contact our senior engineering team to request an SDK trial kit, C/C++ sample code, and tailored licensing options for your graphics project