DynaMoN: Motion-Aware Fast and Robust Camera Localization for Dynamic Neural Radiance FieldsNicolas Schischka, Hannah Schieber, Mert Asim Karaoglu et al.
The accurate reconstruction of dynamic scenes with neural radiance fields is significantly dependent on the estimation of camera poses. Widely used structure-from-motion pipelines encounter difficulties in accurately tracking the camera trajectory when faced with separate dynamics of the scene content and the camera movement. To address this challenge, we propose Dynamic Motion-Aware Fast and Robust Camera Localization for Dynamic Neural Radiance Fields (DynaMoN). DynaMoN utilizes semantic segmentation and generic motion masks to handle dynamic content for initial camera pose estimation and statics-focused ray sampling for fast and accurate novel-view synthesis. Our novel iterative learning scheme switches between training the NeRF and updating the pose parameters for an improved reconstruction and trajectory estimation quality. The proposed pipeline shows significant acceleration of the training process. We extensively evaluate our approach on two real-world dynamic datasets, the TUM RGB-D dataset and the BONN RGB-D Dynamic dataset. DynaMoN improves over the state-of-the-art both in terms of reconstruction quality and trajectory accuracy. We plan to make our code public to enhance research in this area.
12.1CVSep 24, 2024
Semantics-Controlled Gaussian Splatting for Outdoor Scene Reconstruction and Rendering in Virtual RealityHannah Schieber, Jacob Young, Tobias Langlotz et al.
Advancements in 3D rendering like Gaussian Splatting (GS) allow novel view synthesis and real-time rendering in virtual reality (VR). However, GS-created 3D environments are often difficult to edit. For scene enhancement or to incorporate 3D assets, segmenting Gaussians by class is essential. Existing segmentation approaches are typically limited to certain types of scenes, e.g., ''circular'' scenes, to determine clear object boundaries. However, this method is ineffective when removing large objects in non-''circling'' scenes such as large outdoor scenes. We propose Semantics-Controlled GS (SCGS), a segmentation-driven GS approach, enabling the separation of large scene parts in uncontrolled, natural environments. SCGS allows scene editing and the extraction of scene parts for VR. Additionally, we introduce a challenging outdoor dataset, overcoming the ''circling'' setup. We outperform the state-of-the-art in visual quality on our dataset and in segmentation quality on the 3D-OVS dataset. We conducted an exploratory user study, comparing a 360-video, plain GS, and SCGS in VR with a fixed viewpoint. In our subsequent main study, users were allowed to move freely, evaluating plain GS and SCGS. Our main study results show that participants clearly prefer SCGS over plain GS. We overall present an innovative approach that surpasses the state-of-the-art both technically and in user experience.
1.2GRJan 29
Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive AnatomyConstantin Kleinbeck, Luisa Theelke, Hannah Schieber et al.
Volumetric medical imaging offers great potential for understanding complex pathologies. Yet, traditional 2D slices provide little support for interpreting spatial relationships, forcing users to mentally reconstruct anatomy into three dimensions. Direct volumetric path tracing and VR rendering can improve perception but are computationally expensive, while precomputed representations, like Gaussian Splatting, require planning ahead. Both approaches limit interactive use. We propose a hybrid rendering approach for high-quality, interactive, and immersive anatomical visualization. Our method combines streamed foveated path tracing with a lightweight Gaussian Splatting approximation of the periphery. The peripheral model generation is optimized with volume data and continuously refined using foveal renderings, enabling interactive updates. Depth-guided reprojection further improves robustness to latency and allows users to balance fidelity with refresh rate. We compare our method against direct path tracing and Gaussian Splatting. Our results highlight how their combination can preserve strengths in visual quality while re-generating the peripheral model in under a second, eliminating extensive preprocessing and approximations. This opens new options for interactive medical visualization.
Multi-Layer Gaussian Splatting for Immersive Anatomy VisualizationConstantin Kleinbeck, Hannah Schieber, Klaus Engel et al.
In medical image visualization, path tracing of volumetric medical data like CT scans produces lifelike three-dimensional visualizations. Immersive VR displays can further enhance the understanding of complex anatomies. Going beyond the diagnostic quality of traditional 2D slices, they enable interactive 3D evaluation of anatomies, supporting medical education and planning. Rendering high-quality visualizations in real-time, however, is computationally intensive and impractical for compute-constrained devices like mobile headsets. We propose a novel approach utilizing GS to create an efficient but static intermediate representation of CT scans. We introduce a layered GS representation, incrementally including different anatomical structures while minimizing overlap and extending the GS training to remove inactive Gaussians. We further compress the created model with clustering across layers. Our approach achieves interactive frame rates while preserving anatomical structures, with quality adjustable to the target hardware. Compared to standard GS, our representation retains some of the explorative qualities initially enabled by immersive path tracing. Selective activation and clipping of layers are possible at rendering time, adding a degree of interactivity to otherwise static GS models. This could enable scenarios where high computational demands would otherwise prohibit using path-traced medical volumes.
3.6CVSep 5, 2025
CoRe-GS: Coarse-to-Refined Gaussian Splatting with Semantic Object FocusHannah Schieber, Dominik Frischmann, Victor Schaack et al.
Mobile reconstruction has the potential to support time-critical tasks such as tele-guidance and disaster response, where operators must quickly gain an accurate understanding of the environment. Full high-fidelity scene reconstruction is computationally expensive and often unnecessary when only specific points of interest (POIs) matter for timely decision making. We address this challenge with CoRe-GS, a semantic POI-focused extension of Gaussian Splatting (GS). Instead of optimizing every scene element uniformly, CoRe-GS first produces a fast segmentation-ready GS representation and then selectively refines splats belonging to semantically relevant POIs detected during data acquisition. This targeted refinement reduces training time to 25\% compared to full semantic GS while improving novel view synthesis quality in the areas that matter most. We validate CoRe-GS on both real-world (SCRREAM) and synthetic (NeRDS 360) datasets, demonstrating that prioritizing POIs enables faster and higher-quality mobile reconstruction tailored to operational needs.
7.2HCAug 3, 2025
Sonify Anything: Towards Context-Aware Sonic Interactions in ARLaura Schütz, Sasan Matinfar, Ulrich Eck et al.
In Augmented Reality (AR), virtual objects interact with real objects. However, the lack of physicality of virtual objects leads to the absence of natural sonic interactions. When virtual and real objects collide, either no sound or a generic sound is played. Both lead to an incongruent multisensory experience, reducing interaction and object realism. Unlike in Virtual Reality (VR) and games, where predefined scenes and interactions allow for the playback of pre-recorded sound samples, AR requires real-time sound synthesis that dynamically adapts to novel contexts and objects to provide audiovisual congruence during interaction. To enhance real-virtual object interactions in AR, we propose a framework for context-aware sounds using methods from computer vision to recognize and segment the materials of real objects. The material's physical properties and the impact dynamics of the interaction are used to generate material-based sounds in real-time using physical modelling synthesis. In a user study with 24 participants, we compared our congruent material-based sounds to a generic sound effect, mirroring the current standard of non-context-aware sounds in AR applications. The results showed that material-based sounds led to significantly more realistic sonic interactions. Material-based sounds also enabled participants to distinguish visually similar materials with significantly greater accuracy and confidence. These findings show that context-aware, material-based sonic interactions in AR foster a stronger sense of realism and enhance our perception of real-world surroundings.
3.1HCNov 22, 2019
Construction of a Validated Virtual Embodiment QuestionnaireDaniel Roth, Marc Erich Latoschik
User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception of embodiment, necessary to reliably evaluate this important quality of user experience (UX). To assess components of virtual embodiment in a valid, reliable, and consistent fashion, we develped a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and items, and performed a confirmatory factor analysis (CFA) on the data from three experiments (N = 196). Each experiment modified a distinct simulation property, namely, the level of immersion, the level of personalization, and the level of behavioral realism. The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) change in the perceived body schema. A fourth study (N = 22) further confirmed the reliability and validity of the scale and investigated the impacts of latency jitter of avatar movements presented in the simulation compared to linear latencies and a baseline. We present the final scale and further insights from the studies regarding related constructs.