Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality

Christian Richardt, James Tompkin, Gordon Wetzstein

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

We provide an overview of the concerns, current practice, and limitations for capturing, reconstructing, and representing the real world visually within virtual reality. Given that our goals are to capture, transmit, and depict complex real-world phenomena to humans, these challenges cover the opto-electro-mechanical, computational, informational, and perceptual fields. Practically producing a system for real-world VR capture requires navigating a complex design space and pushing the state of the art in each of these areas. As such, we outline several promising directions for future work to improve the quality and flexibility of real-world VR capture systems.
Original languageEnglish
Title of host publicationReal VR – Immersive Digital Reality
Subtitle of host publicationHow to Import the Real World into Head-Mounted Immersive Displays
EditorsMarcus Magnor, Alexander Sorkine-Horning
PublisherSpringer International Publishing
Chapter1
Pages3-32
ISBN (Electronic)9783030418168
ISBN (Print)9783030418151
DOIs
Publication statusE-pub ahead of print - 3 Mar 2020

Publication series

NameLecture Notes in Computer Science
Volume11900

Projects

Cite this

Richardt, C., Tompkin, J., & Wetzstein, G. (2020). Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality. In M. Magnor, & A. Sorkine-Horning (Eds.), Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays (pp. 3-32). (Lecture Notes in Computer Science; Vol. 11900). Springer International Publishing. https://doi.org/10.1007/978-3-030-41816-8_1