ﻻ يوجد ملخص باللغة العربية
Traditional high-quality 3D graphics requires large volumes of fine-detailed scene data for rendering. This demand compromises computational efficiency and local storage resources. Specifically, it becomes more concerning for future wearable and portable virtual and augmented reality (VR/AR) displays. Recent approaches to combat this problem include remote rendering/streaming and neural representations of 3D assets. These approaches have redefined the traditional local storage-rendering pipeline by distributed computing or compression of large data. However, these methods typically suffer from high latency or low quality for practical visualization of large immersive virtual scenes, notably with extra high resolution and refresh rate requirements for VR applications such as gaming and design. Tailored for the future portable, low-storage, and energy-efficient VR platforms, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. Furthermore, we jointly optimize the latency/performance and visual quality, while mutually bridging human perception and neural scene synthesis, to achieve perceptually high-quality immersive interaction. Both objective analysis and subjective study demonstrate the effectiveness of our approach in significantly reducing local storage volume and synthesis latency (up to 99% reduction in both data size and computational time), while simultaneously presenting high-fidelity rendering, with perceptual quality identical to that of fully locally stored and rendered high-quality imagery.
Virtual try-on is a promising application of computer graphics and human computer interaction that can have a profound real-world impact especially during this pandemic. Existing image-based works try to synthesize a try-on image from a single image
We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800x800 images at more than 150 FPS, which is over 3000 time
Neural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. H
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of interactive sy