Papers for
vr content developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
DomeGS improves virtual reality scenes by blending horizons and backgrounds
DomeGS: Perceptually Consistent Background Completion for Unbounded 3D Gaussian Splatting in Virtual Reality
Abstract: The growing need for high-quality 3D content remains among the most prevalent challenges in virtual reality (VR). Recently, novel view synthesis techniques have enabled rapid content creation, with 3D Gaussian Splatting (3DGS) emerging as one of the most promising methods for generating high-fidelity 3D scenes. However, using 3DGS to reconstruct unbounded outdoor scenes can leave horizons incomplete due to missing data or a lack of distant geometric constraints. Such incompleteness can break immersion, compromising VR's core characteristic. A typical workaround in traditional VR systems is a textured cube (skybox) or sphere (skydome) surrounding the environment to create the illusion of a distant background. However, these approaches struggle to blend seamlessly with the reconstructed 3DGS geometry. To address these issues, we introduce the DomeGS framework, which incorporates the skydome concept not as a flat background shell, but as a part of the reconstructed Gaussian Splatting 3D scene. By integrating the horizon and sky into the 3DGS representation, our method provides a unified, scene-consistent environment bridging foregrounds and backgrounds for greater realism. Experimental evaluation with N=36 users demonstrates that DomeGS significantly increases spatial presence (p=0.042) and realism (p=0.042) compared to the skybox baseline.
Binocular rendering sped up by reusing and patching a main image
From Mono to Stereo: Accelerating Binocular Gaussian Splatting via Reprojection and Selective Patching
Abstract: Binocular rendering requires two nearby views of the same scene and therefore repeats substantial visibility and shading work. We present a 2D Gaussian Splatting (2DGS) pipeline that fully renders a dominant-eye RGB image and an alpha-weighted depth proxy, reprojects that image to the affiliated eye, and repairs uncovered pixels. Small interior gaps are interpolated, whereas larger disoccluded regions are identified as regions of interest (ROIs) and selectively re-rendered. The depth proxy reuses the alpha-blending weights computed during dominant-eye rasterization, avoiding a separate depth-rendering pass. An adaptive ROI generator localizes the required updates using reprojected image boundaries and optional connected center-hole detection. On DTU, Tanks and Temples, and MipNeRF-360, the method reduces the measured time of a sequential two-pass binocular reference by 15.5\% to 28.8\% and peak GPU memory by 6\% to 11\%. The corresponding affiliated-eye quality degradation is at most 1.3 dB PSNR, 0.02 SSIM, and 0.02 LPIPS, representing a measurable trade-off that requires application-specific perceptual validation. These results establish a practical efficiency-quality trade-off for controlled static-scene stereo rendering and motivate future evaluation under continuous motion and on physical VR hardware.