Related papers: Evaluating Foveated Frame Rate Reduction in Virtua…
Temporal modeling is crucial for video super-resolution. Most of the video super-resolution methods adopt the optical flow or deformable convolution for explicitly motion compensation. However, such temporal modeling techniques increase the…
The use of head-mounted display technologies for virtual reality experiences is inherently single-user-centred, allowing for the visual immersion of its user in the computer-generated environment. This isolates them from their physical…
State-of-the-art appearance-based gaze estimation methods, usually based on deep learning techniques, mainly rely on static features. However, temporal trace of eye gaze contains useful information for estimating a given gaze point. For…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Current virtual reality (VR) headsets encounter a trade-off between high processing power and affordability. Consequently, offloading 3D rendering to remote servers helps reduce costs, battery usage, and headset weight. Maintaining network…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
This paper accelerates video perception, such as semantic segmentation and human pose estimation, by levering cross-frame redundancies. Unlike the existing approaches, which avoid redundant computations by warping the past features using…
A dynamic 3D mesh is a key component in Virtual Reality applications. However, this type of content demands a significant processing resource for real-time rendering. To reduce processing requirements while preserving the user experience,…
Creating realistic virtual assets is a time-consuming process: it usually involves an artist designing the object, then spending a lot of effort on tweaking its appearance. Intricate details and certain effects, such as subsurface…
Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution,…
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…
Mobile Virtual Reality (VR) is essential to achieving convenient and immersive human-computer interaction and realizing emerging applications such as Metaverse. However, existing VR technologies require two separate renderings of binocular…
We present a first study of the effects of frame time variations, in both deviation around mean frame times and period of fluctuation, on task performance in a virtual environment (VE). Chosen are open and closed loop tasks that are typical…
Real-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering…
Vision-language models benefit from high-resolution images, but the increase in visual-token count incurs high compute overhead. Humans resolve this tension via foveation: a coarse view guides "where to look", while selectively acquired…
Volume rendering using neural fields has shown great promise in capturing and synthesizing novel views of 3D scenes. However, this type of approach requires querying the volume network at multiple points along each viewing ray in order to…
Real-time perception on edge platforms faces a core challenge: executing high-resolution object detection under stringent latency constraints on limited computing resources. Canvas-based attention scheduling was proposed in earlier work as…
Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of…
Virtual Reality systems provide many opportunities for scientific research and consumer enjoyment; however, they are more demanding than traditional desktop applications and require a wired connection to desktops in order to enjoy maximum…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…