From Reality to Immersive VR: What’s missing in VR?

Current endeavors towards immersive visual entertainment are still almost entirely based on 3D graphics-generated content, limiting application scenarios to virtual worlds only. The reason is that in order to provide for stereo vision and ego-motion parallax, two essential ingredients for genuine visual immersion perception, the scene must be rendered in real-time from arbitrary vantage points. While this can be easily accomplished with 3D graphics via standard GPU rendering, it is not at all straight-forward to do the same from conventional video footage acquired of real-world events. In my talk I will outline avenues of research toward enabling the immersive experience of real-world recordings and how to enhance the immersive viewing experience by taking perceptual issues into account. I will report on the latest results of our project “Immersive Digital Reality” which is
funded by the German Science Foundation (DFG MA2555/15-1).
Author(s): | Marcus Magnor |
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Published: | November 2019 |
Type: | Misc |
Howpublished: | Dagstuhl Reports @ Dagstuhl Seminar 2019 |
Presented at: | Dagstuhl Seminar (Dagstuhl) 2019 |
Note: | Dagstuhl Seminar 19272 |
Project(s): | Immersive Digital Reality |
@misc{magnor2019from, title = {From Reality to Immersive {VR}: What’s missing in {VR}?}, author = {Magnor, Marcus}, howpublished = {Dagstuhl Reports @ Dagstuhl Seminar 2019}, note = {Dagstuhl Seminar 19272}, pages = {151}, month = {Nov}, year = {2019} }
Authors
Marcus Magnor
Director, Chair