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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

Twitter: DuRuofei@

me@duruofei.com

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Self Intro

www.duruofei.com

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Self Intro

Ruofei Du (杜若飞)

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Self Intro

Ruofei Du (杜若飞)

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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 RenderingI3D '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

Rapsai

CHI ‘23

Visual Captions

ThingShare

CHI ‘23

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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 RenderingI3D '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

Visual Captions

ThingShare

CHI ‘23

Rapsai

CHI ‘23

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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

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Metaverse

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How Metaverse is defined by

academia and industry?

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Neal Stephenson, 1992.

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Metaverse

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Metaverse

Future of Internet?

Internet of Things?

Virtual Reality?

Augmented Reality?

Decentralization?

Blockchain + NFT?

Mirrored World?

Digital Twin?

VR OS?

Web 3.0?

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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

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How do I define Metaverse?

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More importantly, what research

directions shall we devote to Metaverse?

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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.

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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

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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 RenderingI3D '18, VR '20, TVCG '20

LogRectilinear, OmniSyn

IEEE VR '21 (TVCG), VRW ‘22

TVCG Honorable Mention

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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

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Introduction

Social Media

23

image courtesy: plannedparenthood.org

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Introduction

Social Media + Topics

24

image courtesy: huffingtonpost.com

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Motivation

Social Media + XR

25

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Motivation

Social Media + XR

26

image courtesy:

instagram.com,

facebook.com,

twitter.com

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Motivation

2D layout

27

image courtesy:

pinterest.com

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Motivation

Immersive Mixed Reality?

28

image courtesy:

viralized.com

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Motivation

Pros and cons of the classic

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Motivation

Pros and cons of the classic

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Related Work

Social Street View, Du and Varshney

Web3D 2016 Best Paper Award

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Technical Challenges?

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Related Work

Social Street View, Du and Varshney

Web3D 2016 Best Paper Award

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Related Work

Social Street View, Du and Varshney

Web3D 2016 Best Paper Award

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Related Work

3D Visual Popularity

Bulbul and Dahyot, 2017

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Related Work

Virtual Oulu, Kukka et al.

CSCW 2017

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Related Work

Immersive Trip Reports

Brejcha et al. UIST 2018

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Related Work

High Fidelity, Inc.

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Related Work

Facebook Spaces, 2017

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What's Next?

Research Question 1/3

40

What may a social media platform look like in mixed reality?

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What's Next?

Research Question 2/3

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What if we could allow social media sharing in a live mirrored world?

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What's Next?

Research Question 3/3

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What use cases can we benefit from social media platform in XR?

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Geollery.com

A Mixed-Reality Social Media Platform

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Geollery.com

A Mixed-Reality Social Media Platform

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1

Conception, architecting & implementation

Geollery

A mixed reality system that can depict geotagged social media and online avatars with 3D textured buildings.

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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.

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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.

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System Overview

Geollery Workflow

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System Overview

Geollery Workflow

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Geollery.com

v2: a major leap

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System Overview

Geollery Workflow

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System Overview

2D Map Data

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System Overview

2D Map Data

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System Overview

+Avatar +Trees +Clouds

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System Overview

+Avatar +Trees +Clouds +Night

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System Overview

Street View Panoramas

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System Overview

Street View Panoramas

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System Overview

Street View Panoramas

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System Overview

Geollery Workflow

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All data we used is publicly and widely available on the Internet.

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Rendering Pipeline

Close-view Rendering

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Rendering Pipeline

Initial spherical geometries

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Rendering Pipeline

Depth correction

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Rendering Pipeline

Intersection removal

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Rendering Pipeline

Texturing individual geometry

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Rendering Pipeline

Texturing with alpha blending

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Rendering Pipeline

Rendering result in the fine detail

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Rendering Pipeline

Rendering result in the fine detail

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Rendering Pipeline

Rendering result in the fine detail

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User Study

Social Street View vs. Geollery

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User Study

Quantitative Evaluation

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User Study

Quantitative Evaluation

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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

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[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

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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

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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

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Rendering Pipeline

Experimental Features

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Landing Impact

Demos at ACM CHI 2019

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Landing Impact

Demos at ACM CHI 2019

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Landing Impact

Demos at ACM CHI 2019

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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

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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

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Freeman et al. ACM PHCI 2022

He et al. ISMAR 2020

Park et al. Virtual Reality 2022

Yeom et al. IEEE VR 2021

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What's Next?

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Video Fields: Fusing Multiple Surveillance Videos into a Dynamic Virtual Environment

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image courtesy: university of maryland, college park

Introduction

Surveillance Videos

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Architecture

Video Fields Flowchart

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OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas

David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, and Ruofei Du, VR 2022

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OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas

David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, and Ruofei Du, VR 2022

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input 1

input 2

input 3

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How can we further accelerate the real-time rendering procedure?

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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

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Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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95

 

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

Kernel Log-polar Mapping

 

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Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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Can we further accelerate it?

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Eye-dominance-guided�Foveated Rendering

Xiaoxu Meng, Ruofei Du, and Amitabh Varshney

IEEE Transactions on Visualization and Computer Graphics (TVCG)

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fovea

fovea

more foveation for the non-dominant eye

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What if we apply to 3D volume data formats?

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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

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How about 360 video streaming?

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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

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With recent advances of neural networks,

how can we further

compress existing graphics?

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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) Best Paper Finalist

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What about compressing 3D volumes?

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What are levels of details?

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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)

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Interactive Graphics for a Universally Accessible Metaverse

Chapter Two · Computational Interaction: Algorithm & Systems

Ad hoc UI

CHI EA ‘22

DepthLab

UIST '20

13K Installs & deployed in Tiktok, Snap, Teamviewer etc.

SlurpARDIS ‘22

Rapsai

CHI ‘23

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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

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Introduction

Mobile Augmented Reality

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Introduction

Google's ARCore

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Introduction

Google's ARCore

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Introduction

Mobile Augmented Reality

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Introduction

Motivation

Is the current generation of object placement sufficient for realistic AR experiences?

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Introduction

Depth Lab

Not always!

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Introduction

Depth Lab

Virtual content looks like it’s “pasted on the screen” rather than “in the world”!

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Introduction

Motivation

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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?

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Introduction

Depth Map

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Introduction

Depth Lab

Google

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

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Introduction

Depth Lab

Is there more to realism than occlusion?

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Introduction

Depth Lab

Surface interaction?

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Introduction

Depth Lab

Realistic Physics?

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Introduction

Depth Lab

Path Planning?

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Introduction

Depth Lab

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Related Work

Valentin et al.

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Depth Maps

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Depth �from Motion

Depth From a Single Camera

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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

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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

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Introduction

Depth Lab

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Introduction

Depth Lab

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Introduction

Depth Generation

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Introduction

Depth Lab

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Related Work

Valentin et al.

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Introduction

Depth Lab

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Introduction

Depth Lab

Up to 8 meters, with

the best within 0.5m to 5m

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Motivation

Gap from raw depth to applications

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Introduction

Depth Lab

ARCore

Depth API

DepthLab

Mobile AR developers

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Design Process

3 Brainstorming Sessions

3 brainstorming sessions

18 participants

39 aggregated ideas

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Design Process

3 Brainstorming Sessions

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System

Architecture overview

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Data Structure

Depth Array

2D array (160x120 and above) of 16-bit integers

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Data Structure

Depth Mesh

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Data Structure

Depth Texture

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System

Architecture

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Localized Depth

Coordinate System Conversion

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Localized Depth

Normal Estimation

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Localized Depth

Normal Estimation

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Localized Depth

Normal Estimation

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Localized Depth

Avatar Path Planning

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Localized Depth

Rain and Snow

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Surface Depth

Use Cases

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Surface Depth

Physics collider

Physics with depth mesh.

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Surface Depth

Texture decals

Texture decals with depth mesh.

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Surface Depth

3D Photo

Projection mapping with depth mesh.

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Dense Depth

Depth Texture - Antialiasing

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Dense Depth

Real-time relighting

θ

N

L

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Dense Depth

Why normal map does not work?

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Dense Depth

Real-time relighting

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Dense Depth

Real-time relighting

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Dense Depth

Real-time relighting

go/realtime-relighting, go/relit

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Dense Depth

Wide-aperture effect

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Dense Depth

Occlusion-based rendering

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Experiments

DepthLab minimum viable application

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Experiments

General Profiling of MVP

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Experiments

Relighting

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Experiments

Aperture effects

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Impact

Deployment with partners

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Impact

Deployment with partners

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Impact

Deployment with partners

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AR Realism

In TikTok

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AR Realism

Built into Lens Studio for Snapchat Lenses

Kevaid

Saving Chelon

Quixotical�The Seed: World of Anthrotopia

Snap�Dancing Hotdog

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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

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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.

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Try it yourself!

TeamViewer�LifeAR App

ARCore�Depth Lab App

Depth �Hit Test

New depth capabilities

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ARCore�Depth Lab App

Depth API�Codelab

Raw Depth API�Codelab

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Limitations

Design space of dynamic depth

Dynamic Depth? HoloDesk, HyperDepth, Digits, Holoportation for mobile AR?

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Envision

Design space of dynamic depth

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GitHub

Please feel free to fork!

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Play Store

Try it yourself!

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Impact

Significant Media Coverage

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Impact

Significant Media Coverage

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More Links

Significant Media Coverage

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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

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Thank you!

DepthLab | UIST 2020

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Demo

DepthLab | UIST 2020

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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

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After exploring interaction with the environment,

how shall we interact with everyday object?

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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

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Applications

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Can we learn from the history to

interact with everyday object?

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“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

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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

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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

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With recent advances of on-device ML models,

how can we accelerate the prototyping efforts?

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What if we can build applications as if building Legos?

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rapsai

Accelerating Machine Learning Prototyping of Multimedia Applications through Visual Programming

Ruofei Du, Na Li, Jing Jin, Michelle Carney, Scott Miles, Maria Kleiner, Xiuxiu Yuan, Yinda Zhang,

Anuva Kulkarni, Xingyu "Bruce" Liu, Ahmed Sabie, Sergio Escolano, Abhishek Kar,

Ping Yu, Ram Iyengar, Adarsh Kowdle, and Alex Olwal

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Interactive Graphics for a Universally Accessible Metaverse

Chapter Three · Digital Human & Augmented Communication

HumanGPS CVPR ‘21

Montage4D

I3D '18

JCGT '19

GazeChat & CollaboVRUIST ‘21 & ISMAR ‘20

Visual Captions & ThingShareCHI ‘23

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What is Avatar?

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Avatar

History & Definition

Avatar is a term used in Hinduism for a material manifestation of a deity: “descent of a deity from a heaven”

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Avatar

History & Definition

In computing, an avatar is a graphical representation of a user or the user's character or persona.

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Avatar

Taxonomy

What is the oldest avatar in computer history?

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Avatar

History & Definition

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Avatar

History & Definition

Guo, Kaiwen, Peter Lincoln, Philip Davidson, Jay Busch, Xueming Yu, Matt Whalen, Geoff Harvey et al. "The relightables: Volumetric performance capture of humans with realistic relighting." ACM Transactions on Graphics (ToG) 38, no. 6 (2019): 1-19.

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Dating back to real-time digital human / avatars…

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What is the state-of-the-art since then?

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Related Work

Fusing Multiple Dynamic Videos

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ACM Trans. Graph., Vol. 40, No. 4, Article 1. SIGGRAPH 2021

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Photorealistic Characters

The Relightables

Kaiwen Guo, Peter Lincoln, Philip Davidson, Jay Busch, Xueming Yu, Matt Whalen, Geoff Harvey, Sergio Orts-Escolano, Rohit Pandey, Jason Dourgarian, Danhang Tang, Anastasia Tkach, Adarsh Kowdle, Emily Cooper, Mingsong Dou, Sean Fanello, Graham Fyffe, Christoph Rhemann, Jonathan Taylor, Paul Debevec, and Shahram Izadi. 2019. The Relightables: Volumetric Performance Capture of Humans With Realistic Relighting. ACM Transactions on Graphics, pp. . DOI: https://doi.org/10.1145/3355089.3356571

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ACM Trans. Graph., Vol. 40, No. 4, Article 1. SIGGRAPH 2021

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Photorealistic Characters

Rocketbox

Mar Gonzalez-Franco, Eyal Ofek, Ye Pan, Angus Antley, Anthony Steed, Bernhard Spanlang, Antonella Maselli, Domna Banakou, Nuria Pelechano, Sergio Orts Escolano, Veronica Orvahlo, Laura Trutoiu, Markus Wojcik, Maria V. Sanchez-Vives, Jeremy Bailenson, Mel Slater, and Jaron Lanier "The Rocketbox library and the utility of freely available rigged avatars." Frontiers in Virtual Reality DOI: 10.3389/frvir.2020.561558

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Photorealistic Characters

From phone scan

Chen Cao, Tomas Simon, Jin Kyu Kim, Gabe Schwartz, Michael Zollhoefer, Shun-Suke Saito, Stephen Lombardi, Shih-En Wei, Danielle Belko, Shoou-I Yu, Yaser Sheikh, and Jason Saragih. 2022. Authentic Volumetric Avatars From a Phone Scan. ACM Transactions on Graphics, pp. . DOI: https://doi.org/10.1145/3528223.3530143

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How can we build dynamic dense correspondence

within the same subject and

among different subjects?

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How can we leverage real-time Avatars today?

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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

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Introduction

VR headset & video streaming

255

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Related Work

Gaze-2 (2003)

256

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Related Work

MultiView (2005)

257

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Related Work

MMSpace (2016)

258

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Our Work

GazeChat (UIST 2021)

259

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Gaze Awareness

Definition

260

Gaze awareness, defined here as knowing what someone is looking at.

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Gaze Awareness

Definition

261

gaze correction

gaze redirection

raw input image

GazeChat

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Gaze Correction

Definition

262

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Gaze Rediction

Definition

263

eye contact

who is looking at whom

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Pipeline

System

264

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Eye Tracking

WebGazer..js

265

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Neural Rendering

Eye movement

266

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Neural Rendering

Eye movement

267

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3D Photo Rendering

3D photos

268

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3D Photo Rendering

3D photos

269

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Layouts

UI

270

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Networking

WebRTC

271

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How can we work in XR as stylized avatars?

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Zhenyi He* Ruofei Du Ken Perlin*

*Future Reality Lab, New York University Google LLC

CollaboVR: A Reconfigurable Framework for

Creative Collaboration in Virtual Reality

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How can we further augment communication,

in videoconferencing, AR, and XR in future?

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Visual Captions

Augmenting Verbal Communication

With On-the-Fly Visuals

Xingyu "Bruce" Liu, Vladimir Kirilyuk, Xiuxiu Yuan, Peggy Chi,

Xiang "Anthony" Chen, Alex Olwal, and Ruofei Du

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ThingShare

Ad-Hoc Digital Copies of Physical Objects for Sharing Things in Video Meetings

Erzhen Hu, Jens Emil Grønbæk, Wen Ying, Ruofei Du, and Seongkook Heo

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How can AI benefit a broader inclusive community?

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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

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How can AI + Metaverse improve our life?

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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)

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Language-based Colorization of Scene Sketches

Changqing Zou, Haoran Mo, Chengying Gao, Ruofei Du, and Hongbo Fu (ACM Transaction on Graphics, SIGGRAPH Asia 2019)

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Future Directions

The Ultimate XR Platform

289

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Wearable Subtitles

Augmenting Spoken Communication with

Lightweight Eyewear for All-day Captioning

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Future Directions

The Ultimate XR Platform

291

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Future Directions

Fuses Past Events

292

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Future Directions

With the present

293

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Future Directions

And look into the future

294

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Future Directions

Change the way we communicate in 3D and consume the information

295

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Future Directions

Consume the information throughout the world

296

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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

Thank you!

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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

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Interactive Perception & Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

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Interactive Graphics for a

Universally Accessible Metaverse

Ruofei Du

Senior Research Scientist

Google Labs, San Francisco

www.ruofeidu.com

me@duruofei.com

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303

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

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304

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

Application

Resolution

Frame rate

MPixels / sec

Desktop game

1920 x 1080 x 1

60

124

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305

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

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306

* 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

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307

  • Virtual reality is a challenging workload

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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308

  • Virtual reality is a challenging workload

  • Most VR pixels are peripheral

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

fovea:

the center of the retina

corresponds to the center of the vision field

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309

  • Virtual reality is a challenging workload

  • Most VR pixels are peripheral

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

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310

  • Virtual reality is a challenging workload

  • Most VR pixels are peripheral

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

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311

  • Virtual reality is a challenging workload

  • Most VR pixels are peripheral

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

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312

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313

Foveated Rendering

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314

  • Virtual reality is a challenging workload

  • Most VR pixels are peripheral

  • Eye tracking technology available

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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Related Work

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316

Full Resolution

 

 

Multi-Pass Foveated Rendering [Guenter et al. 2012]

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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317

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

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318

CPS with TAA & Contrast Preservation [Patney et al. 2016]

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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319

Can we change the resolution gradually?

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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320

Perceptual Foveated Rendering [Stengel et al. 2016]

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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321

Is there a foveated rendering approach

without

the expensive pixel interpolation?

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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322

 

 

 

 

Log-polar mapping [Araujo and Dias 1996]

 

 

Log-polar Mapping

 

 

 

 

 

 

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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323

Log-polar mapping [Araujo and Dias 1996]

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

Log-polar Mapping

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324

Log-polar mapping [Araujo and Dias 1996]

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

Log-polar Mapping

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325

Log-polar mapping [Araujo and Dias 1996]

 

 

 

Log-polar Mapping

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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326

Log-polar mapping [Araujo and Dias 1996]

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

 

Log-polar Mapping

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327

Log-polar mapping [Araujo and Dias 1996]

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

 

Log-polar Mapping

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328

Log-polar mapping [Araujo and Dias 1996]

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

 

Log-polar Mapping

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329

Log-polar Mapping for 2D Image [Antonelli et al. 2015]

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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330

Log-polar Mapping for 2D Image

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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331

Our Approach

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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332

Kernel Log-polar Mapping

 

 

 

 

 

range: [0,1]

 

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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333

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

 

Log-polar Mapping

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334

 

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

Kernel Log-polar Mapping

 

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Kernel Foveated Rendering

335

 

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336

Kernel log-polar Mapping

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

 

 

 

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337

Kernel log-polar Mapping

 

 

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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338

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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339

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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340

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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341

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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342

 

 

 

Fovea

Fovea

Fovea

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343

 

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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344

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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345

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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346

 

Original Frame

Buffer

Screen

Sample Map

Introduction

Related Work

Our Approach

User Study

Experiments

Conclusion

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347

 

 

 

Fovea

Fovea

Fovea

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Eye-dominance-guided�Foveated Rendering

Xiaoxu Meng, Ruofei Du, and Amitabh Varshney

IEEE Transactions on Visualization and Computer Graphics (TVCG)

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352

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353

Ocular Dominance: the tendency to prefer scene perception from one eye over the other.

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Advantage of the Dominant Eye Over the Non-dominant Eye

  • better color-vision discrimination ability [Koctekin 2013]
  • shorter reaction time on visually triggered manual action [Chaumillon 2014]
  • better visual acuity, contrast sensitivity [Shneor 2006]

354

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355

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

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Foveated Rendering

  • VR requires enormous rendering budget
  • Most pixels are outside the fovea

356

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Foveated Rendering

  • VR requires enormous rendering budget
  • Most pixels are outside the fovea

357

96 %

27 %

Percentage of the foveal pixels

4 %

* Data from Siggraph 2017, by Anjul Patney, August 2017

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fovea

fovea

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Can we do better?

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fovea

fovea

non-dominant eye

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fovea

fovea

more foveation for the non-dominant eye

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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

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Introduction

VR headset & video streaming

364

  • 360 Cameras and VR headsets are increasing in resolution.
  • Video streaming is quickly increasing in popularity.

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Introduction

VR + eye tracking

365

  • Commercial VR headsets are getting eye-tracking capabilities.

HTC Vive Eye​

Varjo VR-3

Fove

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Introduction

360 videos

366

  • 360 cameras capture the scene in every direction with a full 360 degree spherical field of regard.
  • These videos are typically stored in the equirectangular projection parameterized by spherical coordinates (𝜃, 𝜑).

360° Field of Regard

Scene

Captured 360 Video

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Introduction

360 videos

367

  • When viewed in a VR headset, 360° videos cover the entire field-of-view for more immersive experiences.
  • However, transmitting the full field-of-regard either has worse perceived quality or requires far more bandwidth than for conventional videos.

Captured 360 Video

Projection to Field of View

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Introduction

360 videos

368

  • Existing work in 360° streaming focuses on viewport dependent streaming by using tiling to transmit only visible regions based on the user’s head rotation.

Tiling Illustration

Image from (Liu et al. with Prof. Bo, 2017)

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Introduction

Foveated rendering

369

  • Foveated rendering renders the fovea region of the viewport at a high-resolution and the peripheral region at a lower resolution.
  • Kernel Foveated Rendering (Meng et al., PACMCGIT 2018) uses a log-polar transformation to render foveated images in real-time.

Image Credit: Tobii

Log-polar Transformation,

Image from (Meng et al., 2018)

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Introduction

Log-Polar Foveated Streaming

370

  • Applying log-polar subsampling to videos results in flickering and aliasing artifacts in the foveated video.

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371

1

Research Question

Can foveation techniques from rendering be used to optimize 360 video streaming?

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372

2

Research Question

How can we reduce foveation artifacts by leveraging the full original video frame?

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Log-Polar Foveated Streaming

  • Artifacts are caused by subsampling of the original video frame.

Original Frame

Subsampled Pixel

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Log-Polar Foveated Streaming

  • Artifacts are caused by subsampling of the original video frame.

Original Frame

Subsampled Pixel

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Log-Polar Foveated Streaming

  • Subsampled pixels should represent an average over an entire region of the original video frame.
  • Computationally, this would take O(region size) time to compute for each sample.

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Summed-Area Tables

  • One way to compute averages quickly is using summed-area tables, also known as integral images.
  • Sampling a summed area table only takes O(1) time.

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Log-Rectilinear Transformation

  • Apply exponential drop off along x-axis and y-axis independently.
  • Rectangular regions allow the use of summed area tables for subsampling.
  • A one-to-one mapping near the focus region preserves the resolution of the original frame.

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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

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Qualitative Results

  • Shown with gaze at the center of the viewport

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Quantitative Results

We perform quantitative evaluations comparing the log-rectilinear transformation and the log-polar transformation in 360° video streaming.

  • Performance overhead of summed-area tables.
  • Full-frame quality.
  • Bandwidth usage.

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Quantitative Results

  • Pairing the log-rectilinear transformation with summed area table filtering yields lower flickering while also reducing bandwidth usage and returning high weighted-to-spherical signal to noise ratio (WS-PSNR) results.

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Quantitative Results

  • Pairing the log-rectilinear transformation with summed area table filtering yields lower flickering while also reducing bandwidth usage and returning high weighted-to-spherical signal to noise ratio (WS-PSNR) results.

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Conclusion

  • We present a log-rectilinear transformation which utilizes foveation, summed-area tables, and standard video codecs for foveated 360° video streaming.

Foveation

Summed-Area Tables

Standard Video Codecs

Foveated 360° Video Streaming

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Zhenyi He* Ruofei Du Ken Perlin*

*Future Reality Lab, New York University Google LLC

CollaboVR: A Reconfigurable Framework for

Creative Collaboration in Virtual Reality

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The best layout and interaction mode?

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Research Questions:

  • Design: What if we could bring sketching to real-time collaboration in VR?
  • Design + Evaluation: If we can convert raw sketches into interactive animations, will it improve the performance of remote collaboration?
  • Evaluation: Are there best user arrangements or input modes for different use cases, or is it more a question of personal preferences

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CollaboVR: A Reconfigurable Framework for

Creative Collaboration in Virtual Reality

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CollaboVR

Chalktalk (Cloud App)

Audio Communication

Layout Reconfiguration

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Layout Reconfiguration

User Arrangements

(1) side-by-side

(2) face-to-face

(3) hybrid

Input Modes

(1) direct

(2) projection

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Layout Reconfiguration

User Arrangements

(1) side-by-side

(b)

user 1

Interactive boards

tracking range of user 1

user 1

user 2

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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

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Layout Reconfiguration

User Arrangements

(1) side-by-side

(2) face-to-face

(d)

(c)

(b)

user 1

user 2

user 3

user 4

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Layout Reconfiguration

User Arrangements

(1) side-by-side

(2) face-to-face

(3) hybrid

(d)

(c)

(b)

user 2

teacher

user 3

user 4

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Layout Reconfiguration

Input Modes

(1) direct

(2) projection

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Layout Reconfiguration

Input Modes

(1) direct

(2) projection

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Layout Reconfiguration

Input Modes

(1) direct

(2) projection

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C1: Integrated Layout

C2: Mirrored Layout

C3: Projective Layout

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C1: Integrated Layout

C2: Mirrored Layout

C3: Projective Layout

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C1: Integrated Layout

C2: Mirrored Layout

C3: Projective Layout

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C1: Integrated Layout

C2: Mirrored Layout

C3: Projective Layout

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Evaluation

Overview of subjective feedback on CollaboVR

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Evaluation

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Evaluation

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Takeaways

  1. Developing CollaboVR, a reconfigurable end-to-end collaboration system.
  2. Designing custom configurations for real-time user arrangements and input modes.
  3. Quantitative and qualitative evaluation of CollaboVR.
  4. Open-sourcing our software at https://github.com/snowymo/CollaboVR.

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more live demos...

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Zhenyi He* Ruofei Du Ken Perlin*

*Future Reality Lab, New York University Google LLC

CollaboVR: A Reconfigurable Framework for

Creative Collaboration in Virtual Reality

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Fusing Physical and Virtual Worlds into

An Interactive Metaverse

Ruofei Du

Senior Research Scientist

Google, San Francisco

www.ruofeidu.com

me@duruofei.com

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Introduction

Depth Map

Introduction

Depth Map

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Introduction

Depth Lab

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Thank you!

www.duruofei.com

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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.

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Introduction

Motivation

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Depth Mesh

Generation

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Localized Depth

Avatar Path Planning

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Dense Depth

Depth Texture

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Introduction

Depth Map

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Taxonomy

Depth Usage

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Introduction

Depth Map

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Introduction

Depth Map

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OmniSyn: Synthesizing 360 Videos with Wide-baseline Panoramas

David Li, Yinda Zhang, Christian Häne, Danhang Tang, Amitabh Varshney, Ruofei Du

430

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Problem

  • Interpolate between 360° street view panoramas.

431

≥ 5 meters

baseline

OmniSyn

360° Wide-baseline

View Synthesis

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Related Works - Monocular Neural Image Based Rendering with Continuous View Control (ICCV 2019)

  • Xu Chen, Jie Song, and Otmar Hilliges
  • Predict target depth from source RGB & target pose.
  • Do back-projection using the target depth.

432

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Related Works - SynSin (CVPR 2020)

  • Olivia Wiles, Georgia Gkioxari, Richard Szeliski, Justin Johnson
  • End-to-end View Synthesis from a Single Image
  • Trained with differentiable point cloud rendering and without depth supervision.

433

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Research Goal

  • What are the challenges associated with 360 street view synthesis?
  • How can we modify the traditional view synthesis pipeline to leverage two 360 panoramas meters apart?

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Method

  • Tailor the traditional view synthesis pipeline to handle 360 panoramas.
    • Depth estimation with spherical sweep cost volumes (Sunghoon, 2016).
    • Mesh rendering for 360 panoramas.
    • Inpainting with CoordConv (Liu, 2018) and Circular CNNs (Schubert, 2019).

435

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

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Pipeline

  • Our pipeline directly operates on equirectangular panoramas:

436

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

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Stereo Depth with Cost Volume

  • Stereo depth estimation uses cost volumes with perspective images.
    • Cost volumes compute the image different at various offsets to identify the correct disparity.
    • StereoNet compute cost volumes from deep features within a CNN.

437

-

=

-

=

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Stereo 360 Depth with Cost Volume

  • For 360, we can perform a similar sweep testing different depths:

438

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Stereo 360 Depth with Cost Volume

  • For 360, we can perform a similar sweep testing different depths:

439

-

=

-

=

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Mesh Rendering

  • For 360 images, using point clouds leads to sparse regions:

440

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Mesh Rendering

  • For 360 images, using point clouds leads to sparse regions:

441

Point Cloud Render

Mesh Render

3 m

2 m

1 m

4 m

OmniSyn (Mesh)

GT Visibility

OmniSyn (Point Cloud)

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CoordConv and Circular CNN

  • CoordConv - append an additional channel to allow conv layers to know where it is in the image and hopefully adapt to the ERP distortion.
    • Distortion in the panorama means the images are not shift-invariant.
  • Circular CNN - modify the CNN padding so that the kernel wraps around the left and right edges of the ERP image.

442

0

0

0

0

0

0

0

0

0.1

0.1

0.1

0.1

0.1

0.1

0.1

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CoordConv

Circular CNN

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Experiments

  • Generated some synthetic street view images using CARLA
    • Static scenes without pedestrians or cars.
    • Allows us to obtain clean ground-truth depth information.
  • Trained our pipeline with explicit depth and RGB supervision.
  • Compare mesh and point-cloud rendering.
  • Test generalization to real street view images.

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Results

  • We experiment on synthetic static street scenes from CARLA:

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Generalization to Real Street View Panoramas

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0 m GT

4.6 m GT

10.1 m GT

0 m GT

9.0 m GT

0 m GT

Synthesized

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Limitations

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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.

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Conclusion

  • We identified some challenges with performing view synthesis on sets of synthetic 360 street view panoramas.
  • We augmented the view synthesis pipeline with components suitable for dual 360 panoramas.

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