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abstract

Reprojection-Free VR Passthrough

Published: 26 July 2023 Publication History

Abstract

Virtual reality (VR) passthrough uses external cameras on the front of a headset to allow the user to see their environment. However, passthrough cameras cannot physically be co-located with the user’s eyes, so the passthrough images have a different perspective than what the user would see without the headset. Although the images can be computationally reprojected into the desired view, errors in depth estimation and missing information at occlusion boundaries can lead to undesirable artifacts.
We propose a novel computational camera that directly samples the rays that would have gone into the user’s eye, several centimeters behind the sensor. Our design contains an array of lenses with an aperture behind each lens, and the apertures are strategically placed to allow through only the desired rays. The resulting thin, flat architecture has suitable form factor for VR, and the image reconstruction is computationally lightweight, enabling low-latency passthrough. We demonstrate our approach experimentally in a fully functional binocular passthrough prototype with practical calibration and real-time image reconstruction.

References

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Sei-Young Kim, Joong Ho Lee, and Ji Hyung Park. 2014. The effects of visual displacement on simulator sickness in video see-through head-mounted displays. In Proceedings of the ACM International Symposium on Wearable Computers. 79–82.
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Jannick P Rolland, Frank A Biocca, Todd Barlow, and Anantha Kancherla. 1995. Quantification of adaptation to virtual-eye location in see-thru head-mounted displays. In Proceedings Virtual Reality Annual International Symposium’95. IEEE, 56–66.
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Cited By

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  • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: 4-Mar-2024

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cover image ACM Conferences
SIGGRAPH '23: ACM SIGGRAPH 2023 Emerging Technologies
July 2023
44 pages
ISBN:9798400701542
DOI:10.1145/3588037
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

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Published: 26 July 2023

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  • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: 4-Mar-2024

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