Computer Graphics
TU Braunschweig

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
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