通过深度广告牌沉浸式真实世界

Naruya Kondo, Sozo Kuroki, Ryosuke Hyakuta, Yutaka Matsuo, S. Gu, Yoichi Ochiai
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引用次数: 1

摘要

虚拟现实(VR)的一个理想目标是无损地引入丰富多样的现实世界对象。现有的VR应用程序经常将对象转换为带有网格或点云的明确3D模型,这允许快速交互式渲染,但也严重限制了其质量和支持对象的类型,从根本上限制了VR的“现实主义”。受游戏中经典的“广告牌”技术的启发,我们开发了Deep广告牌,使用神经网络隐式地建模3D物体,其中一次只渲染基于用户观看方向的2D图像。我们的系统将商用VR耳机与运行神经渲染的服务器连接起来,允许在交互式VR世界中实时高分辨率模拟详细的刚性物体,毛茸茸的物体,驱动的动态物体等,大大缩小了现有的真实到模拟(real2sim)差距。此外,我们还增强了Deep广告牌的物理交互能力,将经典广告牌从基于屏幕的游戏改编为沉浸式VR。在我们的展馆里,游客可以使用我们现成的设备快速捕捉他们喜欢的物体,并在几分钟内,在一个沉浸式和交互式的VR世界中体验它们——以最小的现实损失。我们的项目页面:https://sites.google.com/view/deepbillboards/
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive Real World through Deep Billboards
An aspirational goal for virtual reality (VR) is to bring in a rich diversity of real world objects losslessly. Existing VR applications often convert objects into explicit 3D models with meshes or point clouds, which allow fast interactive rendering but also severely limit its quality and the types of supported objects, fundamentally upper-bounding the “realism” of VR. Inspired by the classic “billboards” technique in gaming, we develop Deep Billboards that model 3D objects implicitly using neural networks, where only 2D image is rendered at a time based on the user’s viewing direction. Our system, connecting a commercial VR headset with a server running neural rendering, allows real-time high-resolution simulation of detailed rigid objects, hairy objects, actuated dynamic objects and more in an interactive VR world, drastically narrowing the existing real-to-simulation (real2sim) gap. Additionally, we augment Deep Billboards with physical interaction capability, adapting classic billboards from screen-based games to immersive VR. At our pavilion, the visitors can use our off-the-shelf setup for quickly capturing their favorite objects, and within minutes, experience them in an immersive and interactive VR world – with minimal loss of reality. Our project page: https://sites.google.com/view/deepbillboards/
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