Related papers: Non-Euclidean Virtual Reality III: Nil
Despite the growing availability of 3D urban datasets, extracting insights remains challenging due to computational bottlenecks and the complexity of interacting with data. In fact, the intricate geometry of 3D urban environments results in…
The emergence of neural representations has revolutionized our means for digitally viewing a wide range of 3D scenes, enabling the synthesis of photorealistic images rendered from novel views. Recently, several techniques have been proposed…
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known…
This is the preprint version of our paper on ICONIP2015. The proposed platform supports the integrated VRGIS functions including 3D spatial analysis functions, 3D visualization for spatial process and serves for 3D globe and digital city.…
Virtual 3D meetings offer the potential to enhance copresence, increase engagement and thus improve effectiveness of remote meetings compared to standard 2D video calls. However, representing people in 3D meetings remains a challenge;…
We describe a system to detect objects in three-dimensional space using video and inertial sensors (accelerometer and gyrometer), ubiquitous in modern mobile platforms from phones to drones. Inertials afford the ability to impose…
We introduce an approach for selecting objects in neural volumetric 3D representations, such as multi-plane images (MPI) and neural radiance fields (NeRF). Our approach takes a set of foreground and background 2D user scribbles in one view…
Building realistic wide scale outdoor 3D content with sufficient visual quality to observe at walking eye level or from driven vehicles is often carried out by large teams of artists skilled in modelling, texturing, material shading and…
This paper is focused on the presentation of Virtual Reality principles together with the main implementation methods and techniques. An overview of the main development directions is included.
In this paper we deal with $\NIL$ geometry, which is one of the homogeneous Thurston 3-geometries. We define the "surface of a geodesic triangle" using generalized Apollonius surfaces. Moreover, we show that the "lines" on the surface of a…
Unsupervised learning with generative models has the potential of discovering rich representations of 3D scenes. While geometric deep learning has explored 3D-structure-aware representations of scene geometry, these models typically require…
We present a method to simulate fluid flow on evolving surfaces, e.g., an oil film on a water surface. Given an animated surface (e.g., extracted from a particle-based fluid simulation) in three-dimensional space, we add a second simulation…
A set of basic vectors locally describing metric properties of an arbitrary 2-dimensional (2D) surface is used for construction of fundamental algebraic objects having nilpotent and idempotent properties. It is shown that all possible…
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to…
The purpose of this book is to give an exposition of geometry, from a point of view which complements Klein's Erlangen program. The emphasis is on extending the classical Euclidean geometry to the finite case, but it goes beyond that. After…
We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do…
Virtual Reality applications are becoming increasingly mature. The requirements and complexity of such systems is steadily increasing. Realistic and detailed environments are often omitted in order to concentrate on the interaction…
We propose to build realistic virtual worlds, called 360RVW, for large urban environments directly from 360{\deg} videos. We provide an interface for interactive exploration, where users can freely navigate via their own avatars. 360{\deg}…
This work proposes a new method for place recognition based on the scene architecture. From depth video, we compute the 3D model and we derive and describe geometrically the 2D map from which the scene descriptor is deduced to constitute…
Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based…