Special Interest Group on Computer Graphics and Interactive Techniques Conference Proceedings 2022
DOI: 10.1145/3528233.3530701
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NeuralPassthrough: Learned Real-Time View Synthesis for VR

Abstract: Figure 1: We demonstrate the first neural view synthesis method that is optimized to meet the unique requirements for VR passthrough, synthesizing perspective-correct viewpoints in real time and with high visual fidelity. Left: We demonstrate performance using a custom-built VR headset, containing a stereo RGB camera rig with an adjustable baseline. Right: Our method runs in real-time and supports dynamic scenes (top) and near-field objects (bottom).

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Cited by 12 publications
(10 citation statements)
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“…In addition, shrinking the form factor of VST HMDs is helpful to reduce the camera misalignment in the depth direction. Finally, this study may motivate developing advanced 3D view synthesis techniques 6,19 and distortion correction algorithms that can address the geometric distortion and disocclusion at the same time.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…In addition, shrinking the form factor of VST HMDs is helpful to reduce the camera misalignment in the depth direction. Finally, this study may motivate developing advanced 3D view synthesis techniques 6,19 and distortion correction algorithms that can address the geometric distortion and disocclusion at the same time.…”
Section: Discussionmentioning
confidence: 99%
“…Unfortunately, it will introduce disocclusion with missing image data at areas close to the edge of the near object (i.e., the occluder), as the position of the VST camera is inconsistent with the eye position. 6…”
Section: Challenges On Distortion Correctionmentioning
confidence: 99%
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“…Although newer VR devices may offer the option of what is called a pass-through mode (e.g. Metaquest Pro Headset from Meta), where content is added to a camera capture of the real world (Xiao et al, 2022), VR was not considered as part of this research since there are not many devices available that support this feature and because VR is mostly used in product development and not in productive assembly. (Milgram and Kishino, 1994) AR can be further divided into 3 types: hand-held, head-worn, and spatial AR (van Krevelen and Poelman, 2010).…”
Section: Definitions Considenig Augmented Realitymentioning
confidence: 99%