Related papers: Maps and Globes in Virtual Reality
Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to…
Conducting collaborative tasks, e.g., multi-user game, in virtual reality (VR) could enable us to explore more immersive and effective experience. However, for current VR systems, users cannot communicate properly with each other via their…
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
In contemporary biology and medicine, 3D microscopy is one of the most widely-used techniques for imaging and manipulation of various kinds of samples. Navigating such a micrometer-sized, 3-dimensional sample under the microscope -- e.g. to…
Navigation aids are central to immersive virtual reality (VR) experiences that involve physical locomotion. Their effectiveness depends not only on how much spatial information they provide, but also on how directly that information…
Cross-view image matching for geo-localisation is a challenging problem due to the significant visual difference between aerial and ground-level viewpoints. The method provides localisation capabilities from geo-referenced images,…
Lighting understanding plays an important role in virtual object composition, including mobile augmented reality (AR) applications. Prior work often targets recovering lighting from the physical environment to support photorealistic AR…
In modern visual SLAM systems, it is a standard practice to retrieve potential candidate map points from overlapping keyframes for further feature matching or direct tracking. In this work, we argue that keyframes are not the optimal choice…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
This paper presents a novel system designed for 3D mapping and visual relocalization using 3D Gaussian Splatting. Our proposed method uses LiDAR and camera data to create accurate and visually plausible representations of the environment.…
Humans have an innate ability to sense their surroundings, as they can extract the spatial representation from the egocentric perception and form an allocentric semantic map via spatial transformation and memory updating. However, endowing…
We present EgoNeRF, a practical solution to reconstruct large-scale real-world environments for VR assets. Given a few seconds of casually captured 360 video, EgoNeRF can efficiently build neural radiance fields which enable high-quality…
In this research note, we present 3DMAP-VR,(3-Dimensional Modeling of Astrophysical Phenomena in Virtual Reality), a project aimed at visualizing 3D MHD models of astrophysical simulations, using virtual reality sets of equipment. The…
We present a method to estimate an HDR environment map from a narrow field-of-view LDR camera image in real-time. This enables perceptually appealing reflections and shading on virtual objects of any material finish, from mirror to diffuse,…
An embodied AI assistant operating on egocentric video must integrate spatial cues across time - for instance, determining where an object A, glimpsed a few moments ago lies relative to an object B encountered later. We introduce…
Motion planning for safe autonomous driving requires learning how the environment around an ego-vehicle evolves with time. Ego-centric perception of driveable regions in a scene not only changes with the motion of actors in the environment,…
It is common to advise against using 3D to visualize abstract data such as networks, however Ware and Mitchell's 2008 study showed that path tracing in a network is less error prone in 3D than in 2D. It is unclear, however, if 3D retains…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Given a video captured from a first person perspective and the environment context of where the video is recorded, can we recognize what the person is doing and identify where the action occurs in the 3D space? We address this challenging…