Interactive Graphics for a
Universally Accessible Metaverse
Self Intro
www.duruofei.com
Self Intro
Ruofei Du (杜若飞)
Self Intro
Ruofei Du (杜若飞)
Self Intro
Ruofei Du (杜若飞)
Human-Computer Interaction
Geollery �CHI '19, Web3D '19, VR '19
Social Street View Web3D '16
Best Paper Award
VideoFields
Web3D '16
SketchyScene
TOG (SIGGRAPH Asia) '19, ECCV '18
Montage4D
I3D '18
JCGT '19
DepthLab UIST '20
13K Installs
Kernel Foveated Rendering�I3D '18, VR '20, TVCG '20
CollaboVR ISMAR '20
LogRectilinear
IEEE VR '21 (TVCG)
TVCG Honorable Mention
GazeChat
UIST '21
Computer Graphics
MDIF�ICCV' 21
HumanGPS�CVPR' 21
HandSight
ECCVW '14
TACCESS '15
Ad hoc UI
CHIEA '22
ProtoSound
CHI ‘22
PRIF�ECCV' 22
Computer
Vision
Self Intro
Ruofei Du (杜若飞)
Interaction and Communication
Geollery �CHI '19, Web3D '19, VR '19
Social Street View Web3D '16
Best Paper Award
VideoFields
Web3D '16
SketchyScene
TOG (SIGGRAPH Asia) '19, ECCV '18
Montage4D
I3D '18
JCGT '19
DepthLab UIST '20
13K Installs
Kernel Foveated Rendering�I3D '18, VR '20, TVCG '20
CollaboVR ISMAR '20
LogRectilinear
IEEE VR '21 (TVCG)
TVCG Honorable Mention
GazeChat
UIST '21
Digital World
Digital Human
HumanGPS�CVPR' 21
HandSight
ECCVW '14
TACCESS '15
ProtoSound
CHI ‘22
Ad hoc UI
CHIEA '22
OmniSyn
IEEE VR '22
SlurpAR DIS '22
Interactive Graphics for a
Universally Accessible Metaverse
Metaverse
Neal Stephenson, 1992.
Metaverse
Metaverse
Future of Internet?
Internet of Things?
Virtual Reality?
Augmented Reality?
Decentralization?
Blockchain + NFT?
Mirrored World?
Digital Twin?
VR OS?
Web 3.0?
The Future of Internet
Internet of Things
Virtual Reality
Augmented Reality
Decentralization
Blockchain
NFT
Mirrored World
Metaverse
Digital Twin
VR OS
Web 3.0
Extended Reality (XR)
Accessibility
Avatars
Co-presence
Economics
Gaming
Wearable
AI
Privacy
Security
Vision
Neural
Metaverse
Metaverse envisioned a persistent digital world where people are fully connected as virtual representations,
As a teenager, my dream was to live in a metaverse...
However, today I wish metaverse is only a tool to make information more useful and accessible and help people to live a better physical life.
Interactive Graphics for a Universally Accessible Metaverse
Chapter One · Mirrored World & Real-time Rendering
Chapter Two · Computational Interaction: Algorithm & Systems
Chapter Three · Digital Human & Augmented Communication
Interactive Graphics for a Universally Accessible Metaverse
Chapter One · Mirrored World & Real-time Rendering
Interactive Graphics for a Universally Accessible Metaverse
Chapter One · Mirrored World & Real-time Rendering
Geollery �CHI '19, Web3D '19, VRW '19
Social Street View Web3D '16
Best Paper Award
Kernel Foveated Rendering�I3D '18, VR '20, TVCG '20
LogRectilinear, OmniSyn
IEEE VR '21 (TVCG), VRW ‘22
TVCG Honorable Mention
Project Geollery.com & Social Street View: Reconstructing a Live Mirrored World With Geotagged Social Media
Ruofei Du†, David Li†, and Amitabh Varshney
{ruofei, dli7319, varshney}@umiacs.umd.edu | www.Geollery.com | ACM CHI 2019 & Web3D 2016 Best Paper Award & 2019
UMIACS
THE AUGMENTARIUM
VIRTUAL AND AUGMENTED REALITY LAB
AT THE UNIVERSITY OF MARYLAND
COMPUTER SCIENCE
UNIVERSITY OF MARYLAND, COLLEGE PARK
Introduction
Social Media
20
image courtesy: plannedparenthood.org
Introduction
Social Media + Topics
21
image courtesy: huffingtonpost.com
Motivation
Social Media + XR
22
Motivation
Social Media + XR
23
image courtesy:
instagram.com,
facebook.com,
twitter.com
Motivation
2D layout
24
image courtesy:
pinterest.com
Motivation
Immersive Mixed Reality?
25
image courtesy:
viralized.com
Motivation
Pros and cons of the classic
26
Motivation
Pros and cons of the classic
27
Related Work
Social Street View, Du and Varshney
Web3D 2016 Best Paper Award
28
Technical Challenges?
Related Work
Social Street View, Du and Varshney
Web3D 2016 Best Paper Award
30
Related Work
Social Street View, Du and Varshney
Web3D 2016 Best Paper Award
31
Related Work
3D Visual Popularity
Bulbul and Dahyot, 2017
32
Related Work
Virtual Oulu, Kukka et al.
CSCW 2017
33
Related Work
Immersive Trip Reports
Brejcha et al. UIST 2018
34
Related Work
High Fidelity, Inc.
35
Related Work
Facebook Spaces, 2017
36
What's Next?
Research Question 1/3
37
What may a social media platform look like in mixed reality?
What's Next?
Research Question 2/3
38
What if we could allow social media sharing in a live mirrored world?
What's Next?
Research Question 3/3
39
What use cases can we benefit from social media platform in XR?
Geollery.com
A Mixed-Reality Social Media Platform
40
Geollery.com
A Mixed-Reality Social Media Platform
41
42
1
Conception, architecting & implementation
Geollery
A mixed reality system that can depict geotagged social media and online avatars with 3D textured buildings.
43
2
Extending the design space of
3D Social Media Platform
Progressive streaming, aggregation approaches, virtual representation of social media, co-presence with virtual avatars, and collaboration modes.
44
3
Conducting a user study of
Geollery vs. Social Street View
by discussing their benefits, limitations, and potential impacts to future 3D social media platforms.
System Overview
Geollery Workflow
45
System Overview
Geollery Workflow
46
Geollery.com
v2: a major leap
47
System Overview
Geollery Workflow
48
System Overview
2D Map Data
49
System Overview
2D Map Data
50
System Overview
+Avatar +Trees +Clouds
51
System Overview
+Avatar +Trees +Clouds +Night
52
System Overview
Street View Panoramas
53
System Overview
Street View Panoramas
54
System Overview
Street View Panoramas
55
System Overview
Geollery Workflow
56
All data we used is publicly and widely available on the Internet.
Rendering Pipeline
Close-view Rendering
57
Rendering Pipeline
Initial spherical geometries
58
Rendering Pipeline
Depth correction
59
Rendering Pipeline
Intersection removal
60
Rendering Pipeline
Texturing individual geometry
61
Rendering Pipeline
Texturing with alpha blending
62
Rendering Pipeline
Rendering result in the fine detail
63
Rendering Pipeline
Rendering result in the fine detail
64
Rendering Pipeline
Rendering result in the fine detail
65
User Study
Social Street View vs. Geollery
66
User Study
Quantitative Evaluation
67
User Study
Quantitative Evaluation
68
69
I would like to use it for the food in different restaurants. I am always hesitating of different restaurants. It will be very easy to see all restaurants with street views. In Yelp, I can only see one restaurant at a time.
P6 / F
70
[I will use it for] exploring new places. If I am going on vacation somewhere, I could immerse myself into the location. If there are avatars around that area, I could ask questions.
P1 / M
71
I think it (Geollery) will be useful for families. I just taught my grandpa how to use Facetime last week and it would great if I could teleport to their house and meet with them, then we could chat and share photos with our avatars.
P2 / F
72
if there is a way to unify the interaction between them, there will be more realistic buildings [and] you could have more roof structures. Terrains will be interesting to add on.
P18 / M
Rendering Pipeline
Experimental Features
73
Landing Impact
Demos at ACM CHI 2019
74
Landing Impact
Demos at ACM CHI 2019
75
Landing Impact
Demos at ACM CHI 2019
76
Instant Panoramic Texture Mapping with Semantic Object Matching for Large-Scale Urban Scene Reproduction
TVCG 2021, Jinwoo Park, Ik-beom Jeon, Student Members, Sung-eui Yoon, and Woontack Woo
Instant Panoramic Texture Mapping with Semantic Object Matching for Large-Scale Urban Scene Reproduction
TVCG 2021, Jinwoo Park, Ik-beom Jeon, Student Members, Sung-eui Yoon, and Woontack Woo
A more applicable method for constructing walk-through experiences in urban streets was employed by Geollery [16], which adopted an efficient transformation of a dense spherical mesh to construct a local proxy geometry based on the depth maps from Google Street View
Freeman et al. ACM PHCI 2022
He et al. ISMAR 2020
Park et al. Virtual Reality 2022
Yeom et al. IEEE VR 2021
What's Next?
OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas
David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, and Ruofei Du, VR 2022
OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas
David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, and Ruofei Du, VR 2022
How can we further accelerate the real-time rendering procedure?
85
Kernel Foveated Rendering
Xiaoxu Meng, Ruofei Du, Matthias Zwicker and Amitabh Varshney
Augmentarium | UMIACS
University of Maryland, College Park
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2018
86
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
87
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Kernel Log-polar Mapping
Eye-dominance-guided�Foveated Rendering
Xiaoxu Meng, Ruofei Du, and Amitabh Varshney
IEEE Transactions on Visualization and Computer Graphics (TVCG)
fovea
fovea
more foveation for the non-dominant eye
3D-Kernel Foveated Rendering for Light Fields
Xiaoxu Meng, Ruofei Du, Joseph JaJa, and Amitabh Varshney
IEEE Transactions on Visualization and Computer Graphics (TVCG), 2020
UMIACS
A Log-Rectilinear Transformation for Foveated 360-Degree Video Streaming
David Li†, Ruofei Du‡, Adharsh Babu†, Camelia Brumar†, Amitabh Varshney†
† University of Maryland, College Park ‡ Google Research
UMIACS
TVCG Honorable Mentions Award
Sandwiched Image Compression
Wrapping Neural Networks Around a Standard Codec
Increasing the Resolution and Dynamic Range of Standard Codecs
Onur Guleryuz, Philip Chou, Hugues Hoppe, Danhang Tang, �Ruofei Du, Philip Davidson, and Sean Fanello
2021 IEEE International Conference on Image Processing (ICIP)�2022 Picture Coding Symposium (PCS)
Multiresolution Deep Implicit Functions for 3D Shape Representation
Zhang Chen, Yinda Zhang, Kyle Genova, Thomas Funkhouse, Sean Fanello, Sofien Bouaziz, Christian Häne, Ruofei Du, Cem Keskin, and Danhang Tang
2021 IEEE/CVF International Conference on Computer Vision (ICCV)
Interactive Graphics for a Universally Accessible Metaverse
Chapter Two · Computational Interaction: Algorithm & Systems
Interactive Graphics for a Universally Accessible Metaverse
Chapter Two · Computational Interaction: Algorithm & Systems
Ad hoc UI
CHI EA ‘21
DepthLab
UIST '20
13K Installs & deployed in Tiktok, Snap, Teamviewer etc.
SlurpAR�DIS ‘22
RetroSphere
IMWUT ‘22
DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality
Ruofei Du, Eric Turner, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte,
Jason Dourgarian, Joao Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces,
Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim
Google | ACM UIST 2020
Introduction
Mobile Augmented Reality
Introduction
Google's ARCore
Introduction
Google's ARCore
Introduction
Mobile Augmented Reality
Introduction
Motivation
Is the current generation of object placement sufficient for realistic AR experiences?
Introduction
Depth Lab
Not always!
Introduction
Depth Lab
Virtual content looks like it’s “pasted on the screen” rather than “in the world”!
Introduction
Motivation
Introduction
Depth Lab
How can we bring these advanced
features to mobile AR experiences WITHOUT relying on dedicated sensors or the need for computationally expensive surface reconstruction?
Introduction
Depth Map
Introduction
Depth Lab
•Pixel 2, Pixel 2 XL, Pixel 3, Pixel 3 XL, Pixel 3a, Pixel 3a XL, Pixel 4, Pixel 4 XL | |
Huawei | •Honor 10, Honor V20, Mate 20 Lite, Mate 20, Mate 20 X, Nova 3, Nova 4, P20, P30, P30 Pro |
LG | •G8X ThinQ, V35 ThinQ, V50S ThinQ, V60 ThinQ 5G |
OnePlus | •OnePlus 6, OnePlus 6T, OnePlus 7, OnePlus 7 Pro, OnePlus 7 Pro 5G, OnePlus 7T, OnePlus 7T Pro |
Oppo | •Reno Ace |
Samsung | •Galaxy A80, Galaxy Note8, Galaxy Note9, Galaxy Note10, Galaxy Note10 5G, Galaxy Note10+, Galaxy Note10+ 5G, Galaxy S8, Galaxy S8+, Galaxy S9, Galaxy S9+, Galaxy S10e, Galaxy S10, Galaxy S10+, Galaxy S10 5G, Galaxy S20, Galaxy S20+ 5G, Galaxy S20 Ultra 5G |
Sony | •Xperia XZ2, Xperia XZ2 Compact, Xperia XZ2 Premium, Xperia XZ3 |
Xiaomi | •Pocophone F1 |
|
Introduction
Depth Lab
Is there more to realism than occlusion?
Introduction
Depth Lab
Surface interaction?
Introduction
Depth Lab
Realistic Physics?
Introduction
Depth Lab
Path Planning?
Introduction
Depth Lab
Related Work
Valentin et al.
Depth Maps
Depth �from Motion
Depth From a Single Camera
Best Practices
Depth From a Single Camera
Use depth-certified ARCore devices
Minimal movement in the scene
Encourage users to move the device
Depth from 0 to 8 meters
Best accuracy 0.5 to 5 meters
Enhancing Depth
Optimized to give you the best depth
Depth from Motion is fused with state-of-the-art Machine Learning
Depth leverages specialized hardware like a Time-of-Flight sensor when available
Introduction
Depth Lab
Introduction
Depth Lab
Introduction
Depth Generation
Introduction
Depth Lab
Related Work
Valentin et al.
Introduction
Depth Lab
Introduction
Depth Lab
Up to 8 meters, with
the best within 0.5m to 5m
Motivation
Gap from raw depth to applications
Introduction
Depth Lab
ARCore
Depth API
DepthLab
Mobile AR developers
Design Process
3 Brainstorming Sessions
3 brainstorming sessions
18 participants
39 aggregated ideas
Design Process
3 Brainstorming Sessions
System
Architecture overview
Data Structure
Depth Array
2D array (160x120 and above) of 16-bit integers
Data Structure
Depth Mesh
Data Structure
Depth Texture
System
Architecture
Localized Depth
Coordinate System Conversion
Localized Depth
Normal Estimation
Localized Depth
Normal Estimation
Localized Depth
Normal Estimation
Localized Depth
Avatar Path Planning
Localized Depth
Rain and Snow
Surface Depth
Use Cases
Surface Depth
Physics collider
Physics with depth mesh.
Surface Depth
Texture decals
Texture decals with depth mesh.
Surface Depth
3D Photo
Projection mapping with depth mesh.
Dense Depth
Depth Texture - Antialiasing
Dense Depth
Real-time relighting
θ
N
L
Dense Depth
Why normal map does not work?
Dense Depth
Real-time relighting
Dense Depth
Real-time relighting
Dense Depth
Real-time relighting
go/realtime-relighting, go/relit
Dense Depth
Wide-aperture effect
Dense Depth
Occlusion-based rendering
Experiments
DepthLab minimum viable application
Experiments
General Profiling of MVP
Experiments
Relighting
Experiments
Aperture effects
Impact
Deployment with partners
Impact
Deployment with partners
Impact
Deployment with partners
AR Realism
In TikTok
AR Realism
Built into Lens Studio for Snapchat Lenses
Kevaid
Saving Chelon
Quixotical�The Seed: World of Anthrotopia
Snap�Dancing Hotdog
Camera Image
3D Point Cloud
Provides a more detailed representation of the geometry of the objects in the scene.
Raw Depth API
New depth capabilities
Camera Image
Raw Depth Image
Depth Image
Confidence Image
New depth capabilities
Raw Depth API
Provides a more detailed representation of the geometry of the objects in the scene.
Try it yourself!
TeamViewer�LifeAR App
ARCore�Depth Lab App
Depth �Hit Test
New depth capabilities
ARCore�Depth Lab App
Depth API�Codelab
Raw Depth API�Codelab
Limitations
Design space of dynamic depth
Dynamic Depth? HoloDesk, HyperDepth, Digits, Holoportation for mobile AR?
Envision
Design space of dynamic depth
GitHub
Please feel free to fork!
Play Store
Try it yourself!
Impact
Significant Media Coverage
Impact
Significant Media Coverage
More Links
Significant Media Coverage
WebXR + ARCore Depth: https://storage.googleapis.com/chromium-webxr-test/r991081/proposals/index.html
Hugging Face Depth: https://huggingface.co/spaces/Detomo/Depth-Estimation
ARCore Depth Lab Play Store App: https://play.google.com/store/apps/details?id=com.google.ar.unity.arcore_depth_lab
DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality
Ruofei Du, Eric Turner, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte,
Jason Dourgarian, Joao Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces,
Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim
Google | ACM UIST 2020
Thank you!
DepthLab | UIST 2020
Demo
DepthLab | UIST 2020
DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality
Ruofei Du, Eric Turner, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte,
Jason Dourgarian, Joao Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces,
Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim
Google | ACM UIST 2020
Ad hoc UI: On-the-fly Transformation of Everyday Objects
into Tangible 6DOF Interfaces for AR
Ruofei Du, Alex Olwal, Mathieu Le Goc, Shengzhi Wu, Danhang Tang,
Yinda Zhang, Jun Zhang, David Joseph Tan, Federico Tombari, David Kim
Google | CHI 2022 Interactivity / In submission to UIST 2022
Applications
“Slurp” Revisited: Using Software Reconstruction to Reflect on Spatial Interactivity and Locative Media
Shengzhi Wu, Daragh Byrne, Ruofei Du, and Molly Steenson
ACM DIS 2022
RetroSphere: Self-Contained Passive 3D Controller Tracking for Augmented Reality
Ananta Narayanan Balaji, Clayton Kimber, David Li, Shengzhi Wu, Ruofei Du, David Kim
ACM Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT) 2022
Ananta Narayanan Balaji, Clayton Kimber, David Li, Shengzhi Wu, Ruofei Du, David Kim
ACM Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT) 2022
Interactive Graphics for a Universally Accessible Metaverse
Chapter Three · Digital Human & Augmented Communication
Interactive Graphics for a Universally Accessible Metaverse
Chapter Three · Digital Human & Augmented Communication
HumanGPS �CVPR ‘21
Montage4D
I3D '18
JCGT '19
GazeChat & CollaboVR�UIST ‘21 & ISMAR ‘20
Neural Head Avatar
CVPR ‘22 (in submission)
196
ACM Trans. Graph., Vol. 40, No. 4, Article 1. SIGGRAPH 2021
ACM Trans. Graph., Vol. 40, No. 4, Article 1. SIGGRAPH 2021
GazeChat
Enhancing Virtual Conferences With
Gaze-Aware 3D Photos
Zhenyi He†, Keru Wang†, Brandon Yushan Feng‡, Ruofei Du⸸, Ken Perlin†
† New York University�‡ University of Maryland, College Park �⸸ Google
Introduction
VR headset & video streaming
219
Related Work
Gaze-2 (2003)
220
Related Work
MultiView (2005)
221
Related Work
MMSpace (2016)
222
Our Work
GazeChat (UIST 2021)
223
Gaze Awareness
Definition
224
Gaze awareness, defined here as knowing what someone is looking at.
Gaze Awareness
Definition
225
gaze correction
gaze redirection
raw input image
GazeChat
Gaze Correction
Definition
226
Gaze Rediction
Definition
227
eye contact
who is looking at whom
Pipeline
System
228
Eye Tracking
WebGazer..js
229
Neural Rendering
Eye movement
230
Neural Rendering
Eye movement
231
3D Photo Rendering
3D photos
232
3D Photo Rendering
3D photos
233
Layouts
UI
234
Networking
WebRTC
235
Zhenyi He* Ruofei Du† Ken Perlin*
*Future Reality Lab, New York University †Google LLC
CollaboVR: A Reconfigurable Framework for
Creative Collaboration in Virtual Reality
ProtoSound: A Personalized and Scalable Sound Recognition System for Deaf and Hard-of-Hearing Users
ACM CHI 2012 · Dhruv Jain, Khoa Nguyen, Steven Goodman, Rachel Grossman-Kahn, Hung Ngo, Aditya Kusupati, Ruofei Du, Alex Olwal, Leah Findlater, and Jon Froehlich
SketchyScene: Richly-Annotated Scene Sketches
Changqing Zou, Qian Yu, Ruofei Du, Haoran Mo, Yi-Zhe Song, Tao Xiang, Chengying Gao, Baoquan Chen, and Hao Zhang (ECCV 2022)
Language-based Colorization of Scene Sketches
Changqing Zou, Haoran Mo, Chengying Gao, Ruofei Du, and Hongbo Fu (ACM Transaction on Graphics, SIGGRAPH Asia 2019)
Future Directions
The Ultimate XR Platform
244
Wearable Subtitles
Augmenting Spoken Communication with
Lightweight Eyewear for All-day Captioning
Future Directions
The Ultimate XR Platform
246
Future Directions
Fuses Past Events
247
Future Directions
With the present
248
Future Directions
And look into the future
249
Future Directions
Change the way we communicate in 3D and consume the information
250
Future Directions
Consume the information throughout the world
251
Interactive Graphics for a
Universally Accessible Metaverse
Interactive Graphics for a
Universally Accessible Metaverse
255
Kernel Foveated Rendering
Xiaoxu Meng, Ruofei Du, Matthias Zwicker and Amitabh Varshney
Augmentarium | UMIACS
University of Maryland, College Park
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2018
256
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Application | Resolution | Frame rate | MPixels / sec |
Desktop game | 1920 x 1080 x 1 | 60 | 124 |
257
Application | Resolution | Frame rate | MPixels / sec |
Desktop game | 1920 x 1080 x 1 | 60 | 124 |
2018 VR (HTC Vive PRO) | 1440 x 1600 x 2 | 90 | 414 |
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
258
* Data from Siggraph Asia 2016, Prediction by Michael Abrash, October 2016
Application | Resolution | Frame rate | MPixels / sec |
Desktop game | 1920 x 1080 x 1 | 60 | 124 |
2018 VR (HTC Vive PRO) | 1440 x 1600 x 2 | 90 | 414 |
2020 VR * | 4000 x 4000 x 2 | 90 | 2,880 |
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
259
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
260
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
fovea:
the center of the retina
corresponds to the center of the vision field
261
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
foveal region:
the human eye detects significant detail
peripheral region:
the human eye detects little high fidelity detail
262
foveal
region
foveal region
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
foveal region:
the human eye detects significant detail
peripheral region:
the human eye detects little high fidelity detail
263
96 %
27 %
Percentage of the foveal pixels
4 %
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
* Data from Siggraph 2017, by Anjul Patney, August 2017
264
265
Foveated Rendering
266
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
267
Related Work
268
Full Resolution
Multi-Pass Foveated Rendering [Guenter et al. 2012]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
269
Rasterizer
Early Z
Generate Coarse Quad
Shade
Evaluate Coarse Pixel Size
Input primitives
Coarse Pixel Shading (CPS) [Vaidyanathan et al. 2014]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
270
CPS with TAA & Contrast Preservation [Patney et al. 2016]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
271
Can we change the resolution gradually?
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
272
Perceptual Foveated Rendering [Stengel et al. 2016]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
273
Is there a foveated rendering approach
without
the expensive pixel interpolation?
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
274
Log-polar mapping [Araujo and Dias 1996]
Log-polar Mapping
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
275
Log-polar mapping [Araujo and Dias 1996]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
276
Log-polar mapping [Araujo and Dias 1996]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
277
Log-polar mapping [Araujo and Dias 1996]
Log-polar Mapping
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
278
Log-polar mapping [Araujo and Dias 1996]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
279
Log-polar mapping [Araujo and Dias 1996]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
280
Log-polar mapping [Araujo and Dias 1996]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
281
Log-polar Mapping for 2D Image [Antonelli et al. 2015]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
282
Log-polar Mapping for 2D Image
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
283
Our Approach
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
284
Kernel Log-polar Mapping
range: [0,1]
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
285
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Log-polar Mapping
286
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
Kernel Log-polar Mapping
Kernel Foveated Rendering
287
288
Kernel log-polar Mapping
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
289
Kernel log-polar Mapping
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
290
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
291
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
292
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
293
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
294
Fovea
Fovea
Fovea
295
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
296
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
297
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
298
Original Frame
Buffer
Screen
Sample Map
Introduction
Related Work
Our Approach
User Study
Experiments
Conclusion
299
Fovea
Fovea
Fovea
Eye-dominance-guided�Foveated Rendering
Xiaoxu Meng, Ruofei Du, and Amitabh Varshney
IEEE Transactions on Visualization and Computer Graphics (TVCG)
304
305
Ocular Dominance: the tendency to prefer scene perception from one eye over the other.
Advantage of the Dominant Eye Over the Non-dominant Eye
306
307
Application | Resolution | Frame rate | MPixels / sec |
Desktop game | 1920 x 1080 x 1 | 60 | 124 |
2018 VR (HTC Vive PRO) | 1440 x 1600 x 2 | 90 | 414 |
2020 VR (Varjo) | 1920 x 1080 x 2 + 1440 x 1600 x 2 | 90 | 788 |
Foveated Rendering
308
Foveated Rendering
309
96 %
27 %
Percentage of the foveal pixels
4 %
* Data from Siggraph 2017, by Anjul Patney, August 2017
fovea
fovea
Can we do better?
fovea
fovea
non-dominant eye
fovea
fovea
more foveation for the non-dominant eye
A Log-Rectilinear Transformation for Foveated 360-Degree Video Streaming
David Li†, Ruofei Du‡, Adharsh Babu†, Camelia Brumar†, Amitabh Varshney†
† University of Maryland, College Park ‡ Google
UMIACS
TVCG Honorable Mentions Award
Introduction
VR headset & video streaming
316
Introduction
VR + eye tracking
317
HTC Vive Eye
Varjo VR-3
Fove
Introduction
360 videos
318
360° Field of Regard
Scene
Captured 360 Video
Introduction
360 videos
319
Captured 360 Video
Projection to Field of View
Introduction
360 videos
320
Tiling Illustration
Image from (Liu et al. with Prof. Bo, 2017)
Introduction
Foveated rendering
321
Image Credit: Tobii
Log-polar Transformation,
Image from (Meng et al., 2018)
Introduction
Log-Polar Foveated Streaming
322
323
1
Research Question
Can foveation techniques from rendering be used to optimize 360 video streaming?
324
2
Research Question
How can we reduce foveation artifacts by leveraging the full original video frame?
Log-Polar Foveated Streaming
Original Frame
Subsampled Pixel
Log-Polar Foveated Streaming
Original Frame
Subsampled Pixel
Log-Polar Foveated Streaming
Summed-Area Tables
Log-Rectilinear Transformation
Foveated Streaming
Decoding 360° Video
GPU-driven Summed-Area Table Generation
Computing the Log-Rectilinear Buffer
Encoding the Log-Rectilinear Video Stream
Updating the Foveal Position
Decoding the
Log-Rectilinear Video Stream
Transforming into a Full-resolution Video Frame
Video Streaming Server
Client
socket
socket
FFmpeg
OpenCL
OpenCL
FFmpeg
FFmpeg
OpenCL
Video Streaming Request
socket
Qualitative Results
Quantitative Results
We perform quantitative evaluations comparing the log-rectilinear transformation and the log-polar transformation in 360° video streaming.
Quantitative Results
Quantitative Results
Conclusion
Foveation
Summed-Area Tables
Standard Video Codecs
Foveated 360° Video Streaming
Zhenyi He* Ruofei Du† Ken Perlin*
*Future Reality Lab, New York University †Google LLC
CollaboVR: A Reconfigurable Framework for
Creative Collaboration in Virtual Reality
The best layout and interaction mode?
Research Questions:
CollaboVR: A Reconfigurable Framework for
Creative Collaboration in Virtual Reality
CollaboVR
Chalktalk (Cloud App)
Audio Communication
Layout Reconfiguration
Layout Reconfiguration
User Arrangements
(1) side-by-side
(2) face-to-face
(3) hybrid
Input Modes
(1) direct
(2) projection
Layout Reconfiguration
User Arrangements
(1) side-by-side
(b)
user 1
Interactive boards
tracking range of user 1
user 1
user 2
Layout Reconfiguration
User Arrangements
(1) side-by-side
(2) face-to-face
(b)
(c)
user 1
user 2
(b)
user 2
observed by user 1
A
user 1
RH
LH
RH
LH
Layout Reconfiguration
User Arrangements
(1) side-by-side
(2) face-to-face
(d)
(c)
(b)
user 1
user 2
user 3
user 4
Layout Reconfiguration
User Arrangements
(1) side-by-side
(2) face-to-face
(3) hybrid
(d)
(c)
(b)
user 2
teacher
user 3
user 4
Layout Reconfiguration
Input Modes
(1) direct
(2) projection
Layout Reconfiguration
Input Modes
(1) direct
(2) projection
Layout Reconfiguration
Input Modes
(1) direct
(2) projection
C1: Integrated Layout
C2: Mirrored Layout
C3: Projective Layout
C1: Integrated Layout
C2: Mirrored Layout
C3: Projective Layout
C1: Integrated Layout
C2: Mirrored Layout
C3: Projective Layout
C1: Integrated Layout
C2: Mirrored Layout
C3: Projective Layout
Evaluation
Overview of subjective feedback on CollaboVR
Evaluation
Evaluation
Takeaways
more live demos...
Zhenyi He* Ruofei Du† Ken Perlin*
*Future Reality Lab, New York University †Google LLC
CollaboVR: A Reconfigurable Framework for
Creative Collaboration in Virtual Reality
Fusing Physical and Virtual Worlds into
An Interactive Metaverse
Introduction
Depth Map
Introduction
Depth Map
Introduction
Depth Lab
Thank you!
www.duruofei.com
Introduction
Depth Lab
Occlusion is a critical component for AR realism!
Correct occlusion helps ground content in reality, and makes virtual objects feel as if they are actually in your space.
Introduction
Motivation
Depth Mesh
Generation
Localized Depth
Avatar Path Planning
Dense Depth
Depth Texture
Introduction
Depth Map
Taxonomy
Depth Usage
Introduction
Depth Map
Introduction
Depth Map
OmniSyn: Synthesizing 360 Videos with Wide-baseline Panoramas
David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, Ruofei Du
382
Problem
383
≥ 5 meters
baseline
OmniSyn
360° Wide-baseline
View Synthesis
Related Works - Monocular Neural Image Based Rendering with Continuous View Control (ICCV 2019)
384
Related Works - SynSin (CVPR 2020)
385
Research Goal
386
Method
387
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
… | … | | | | | | … |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
CoordConv
Spherical Cost Volume
Pipeline
388
Panorama 1
Panorama 0
Depth Prediction 0
Depth Prediction 1
RGB + Visibility
RGB + Visibility
Depth Predictor
Depth Predictor
[R0|t0]
Mesh Renderer
Fusion
Network
[R1|t1]
Mesh Renderer
Target Panorama
Stereo Depth with Cost Volume
389
-
=
-
=
…
Stereo 360 Depth with Cost Volume
390
Stereo 360 Depth with Cost Volume
391
-
=
-
=
…
Mesh Rendering
392
Mesh Rendering
393
Point Cloud Render
Mesh Render
3 m
2 m
1 m
4 m
OmniSyn (Mesh)
GT Visibility
OmniSyn (Point Cloud)
CoordConv and Circular CNN
394
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
… | … | | | | | | … |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
CoordConv
Circular CNN
Experiments
395
Results
396
Generalization to Real Street View Panoramas
397
0 m GT
4.6 m GT
10.1 m GT
0 m GT
9.0 m GT
0 m GT
Synthesized
Limitations
398
Input 0
Input 1
Synthesized
Fusion network does not generalize well to unseen colors.
Depth prediction struggles with tall buildings.
Triangle removal may eliminate thin structures.
Conclusion
399