Budmonde Duinkharjav

2papers

2 Papers

HCJan 10, 2022
Instant Reality: Gaze-Contingent Perceptual Optimization for 3D Virtual Reality Streaming

Shaoyu Chen, Budmonde Duinkharjav, Xin Sun et al.

Media streaming has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed sequentially, 3D applications such as gaming require streaming 3D assets to facilitate client-side interactions such as object manipulation and viewpoint movement. Compared to audio and video streaming, 3D streaming often requires larger data sizes and yet lower latency to ensure sufficient rendering quality, resolution, and latency for perceptual comfort. Thus, streaming 3D assets can be even more challenging than streaming audios/videos, and existing solutions often suffer from long loading time or limited quality. To address this critical and timely issue, we propose a perceptually-optimized progressive 3D streaming method for spatial quality and temporal consistency in immersive interactions. Based on the human visual mechanisms in the frequency domain, our model selects and schedules the streaming dataset for optimal spatial-temporal quality. We also train a neural network for our model to accelerate this decision process for real-time client-server applications. We evaluate our method via subjective studies and objective analysis under varying network conditions (from 3G to 5G) and client devices (HMD and traditional displays), and demonstrate better visual quality and temporal consistency than alternative solutions.

GRMar 30, 2021
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality

Nianchen Deng, Zhenyi He, Jiannan Ye et al.

Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.