Complementary advances in the fields of virtual reality (VR) and reality capture have led to a growing demand for VR experiences that enable users to convincingly move around in an environment created from a real-world scene. Most methods address this issue by first acquiring a large number of image samples from different viewpoints. However, this is often costly in both time and hardware requirements, and is incompatible with the growing selection of existing, casually-acquired 360degree images available online. In this paper, we present a novel solution for cinematic VR with motion parallax that instead only uses a single monoscopic omnidirectional image as input. We provide new insights on how to convert such an image into a scene mesh, and discuss potential uses of this representation. We notably propose using a VR interface to manually generate a 360-degree depth map, visualized as a 3D mesh and modified by the operator in real-time. We applied our method to different real-world scenes, and conducted a user study comparing meshes created from depth maps of different levels of accuracy. The results show that our method enables perceptually comfortable VR viewing when users move around in the scene.
The release of consumer-grade head-mounted displays has helped bring virtual reality (VR) to our homes, cultural sites, and workplaces, increasingly making it a part of our everyday lives. In response, many content creators have expressed renewed interest in bringing the people, objects, and places of our daily lives into VR, helping push the boundaries of our ability to transform photographs of everyday real-world scenes into convincing VR assets. In this paper, we present an open-source solution we developed in the Unity game engine as a way to make this image-based approach to virtual reality simple and accessible to all, to encourage content creators of all kinds to capture and render the world around them in VR. We start by presenting the use cases of image-based virtual reality, from which we discuss the motivations that led us to work on our solution. We then provide details on the development of the toolkit, specifically discussing our implementation of several image-based rendering (IBR) methods. Finally, we present the results of a preliminary user study focused on interface usability and rendering quality, and discuss paths for future work.
This demonstration showcases an open-source toolkit we developed in the Unity game engine to enable authors to render real-world photographs in virtual reality (VR) with motion parallax and viewdependent highlights. First, we illustrate the toolset's capabilities by using it to display interactive, photorealistic renderings of a museum's mineral collection. Then, we invite audience members to be rendered in VR using our toolkit, thus providing a live, behindthe-scenes look at the process.
Creating lifelike virtual humans for interactive virtual reality is a difficult task. Most current solutions rely either on crafting synthetic character models and animations, or on capturing real people with complex camera setups. As an alternative, we propose leveraging efficient learning-based models for human mesh estimation, and applying them to the popular form of immersive content that is 360°video. We demonstrate an implementation of this approach using available pre-trained models, and present user study results that show that the virtual agents generated with this method can be made more compelling by the use of idle animations and reactive verbal and gaze behavior. CCS CONCEPTS • Human-centered computing → Virtual reality; • Computing methodologies → Machine learning; Computer vision.
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