2020
DOI: 10.1145/3384540
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Passthrough+

Abstract: We present an end-to-end system for real-time environment capture, 3D reconstruction, and stereoscopic view synthesis on a mobile VR headset. Our solution allows the user to use the cameras on their VR headset as their eyes to see and interact with the real world while still wearing their headset, a feature often referred to as Passthrough. The central challenge when building such a system is the choice and implementation of algorithms under the strict compute, power, and performance constraints imposed by the… Show more

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Cited by 18 publications
(3 citation statements)
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“…In our case, participants remarked on issues of depth perception, likely due to the offset between the users' eyes and the VST cameras. A follow-up study may explore, if eye-perspective rendering provides a solution for this type of technology [17,23,24]. Overall, as a validation study can likely contain multiple confounding factors making absolute validity potentially infeasible to prove, studies may focus on demonstrating relative validity of results.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In our case, participants remarked on issues of depth perception, likely due to the offset between the users' eyes and the VST cameras. A follow-up study may explore, if eye-perspective rendering provides a solution for this type of technology [17,23,24]. Overall, as a validation study can likely contain multiple confounding factors making absolute validity potentially infeasible to prove, studies may focus on demonstrating relative validity of results.…”
Section: Discussionmentioning
confidence: 99%
“…Unsurprisingly, wearing an HMD influences users and their performance in XRP validation studies. As depth perception was identified as a major issue by participants, it is likely better to utilize a VST HMD that support rendering the camera viewpoint from the user's eye perspective [17,23,24], which may improve depth perception. To navigate this issue, validation studies may also focus on evaluating user experiences that require the same or similar display hardware to make this confound part of the experience design, e.g., when evaluating novel adaptive MR interfaces [18,25] that require wearing HMDs in any case.…”
Section: Learningsmentioning
confidence: 99%
“…The Quest 2 provides the Passthrough feature, which uses the device's various cameras and infrared sensors to visualize the user's real-world surroundings [14], as seen in Figure 2. As a result, both of these devices can display virtual objects co-located and visualized in the real world.…”
Section: Practical Utilizationmentioning
confidence: 99%