VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality (2401.16663v2)
Abstract: As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
- Determining what individual SUS scores mean: Adding an adjective rating scale. Journal of usability studies 4, 3 (2009), 114–123.
- Sine: Semantic-driven image-based nerf editing with prior-guided editing field. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 20919–20929.
- Animatable neural radiance fields from monocular rgb videos. arXiv preprint arXiv:2106.13629 (2021).
- Gaussianeditor: Swift and controllable 3d editing with gaussian splatting. arXiv preprint arXiv:2311.14521 (2023).
- Putting the Object Back into Video Object Segmentation. arXiv preprint arXiv:2310.12982 (2023).
- Fov-nerf: Foveated neural radiance fields for virtual reality. IEEE Transactions on Visualization and Computer Graphics 28, 11 (2022), 3854–3864.
- MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes. arXiv preprint arXiv:2312.00583 (2023).
- Gaussianeditor: Editing 3d gaussians delicately with text instructions. arXiv preprint arXiv:2311.16037 (2023).
- PIE-NeRF: Physics-based Interactive Elastodynamics with NeRF. arXiv preprint arXiv:2311.13099 (2023).
- User-centered design and evaluation of virtual environments. IEEE computer Graphics and Applications 19, 6 (1999), 51–59.
- SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry. IEEE Transactions on Pattern Analysis and Machine Intelligence (2023).
- Kelly S Hale and Kay M Stanney. 2014. Handbook of virtual environments: Design, implementation, and applications. CRC Press.
- Instruct-nerf2nerf: Editing 3d scenes with instructions. arXiv preprint arXiv:2303.12789.
- NeRF-texture: Texture synthesis with neural radiance fields. In ACM SIGGRAPH 2023 Conference Proceedings. 1–10.
- SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes. arXiv preprint arXiv:2312.14937 (2023).
- Roy S Kalawsky. 1999. VRUSE—a computerised diagnostic tool: for usability evaluation of virtual/synthetic environment systems. Applied ergonomics 30, 1 (1999), 11–25.
- 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM Transactions on Graphics 42, 4 (2023).
- Tanks and temples: Benchmarking large-scale scene reconstruction. ACM Transactions on Graphics (ToG) 36, 4, 1–13.
- RT-NeRF: Real-Time On-Device Neural Radiance Fields Towards Immersive AR/VR Rendering. In Proceedings of the 41st IEEE/ACM International Conference on Computer-Aided Design. 1–9.
- RealityGit: Cross Reality Version Control of R&D Optical Workbench. In 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 807–808.
- Immersive Neural Graphics Primitives. arXiv preprint arXiv:2211.13494 (2022).
- Interacting with Neural Radiance Fields in Immersive Virtual Reality. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. 1–4.
- Magic nerf lens: Interactive fusion of neural radiance fields for virtual facility inspection. arXiv preprint arXiv:2307.09860 (2023).
- Shaoxu Li and Ye Pan. 2023. Interactive Geometry Editing of Neural Radiance Fields. arXiv preprint arXiv:2303.11537 (2023).
- PAC-neRF: Physics augmented continuum neural radiance fields for geometry-agnostic system identification. arXiv preprint arXiv:2303.05512 (2023).
- LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching. arXiv preprint arXiv:2311.11284 (2023).
- SketchFaceNeRF: Sketch-based facial generation and editing in neural radiance fields. ACM Transactions on Graphics (2023).
- Autoint: Automatic integration for fast neural volume rendering. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 14556–14565.
- Neural sparse voxel fields. Advances in Neural Information Processing Systems 33 (2020), 15651–15663.
- Mixture of volumetric primitives for efficient neural rendering. ACM Transactions on Graphics (ToG) 40, 4 (2021), 1–13.
- William E. Lorensen and Harvey E. Cline. 1987. Marching cubes: A high resolution 3D surface construction algorithm. SIGGRAPH Comput. Graph. 21, 4 (aug 1987), 163–169.
- XPBD: position-based simulation of compliant constrained dynamics. In Proceedings of the 9th International Conference on Motion in Games (Burlingame, California) (MIG ’16). Association for Computing Machinery, New York, NY, USA, 49–54.
- NeAT: Learning Neural Implicit Surfaces with Arbitrary Topologies from Multi-view Images. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 248–258.
- Nerf: Representing scenes as neural radiance fields for view synthesis. Commun. ACM 65, 1 (2021), 99–106.
- Simulating visual geometry. In Proceedings of the 9th International Conference on Motion in Games (Burlingame, California) (MIG ’16). Association for Computing Machinery, New York, NY, USA, 31–38.
- Instant neural graphics primitives with a multiresolution hash encoding. ACM Transactions on Graphics (ToG) 41, 4 (2022), 1–15.
- Ken Museth. 2013. VDB: High-resolution sparse volumes with dynamic topology. ACM Trans. Graph. 32, 3, Article 27 (jul 2013), 22 pages.
- Michael Niemeyer and Andreas Geiger. 2021. Campari: Camera-aware decomposed generative neural radiance fields. In 2021 International Conference on 3D Vision (3DV). IEEE, 951–961.
- Unisurf: Unifying neural implicit surfaces and radiance fields for multi-view reconstruction. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 5589–5599.
- J. Pantaleoni and D. Luebke. 2010. HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry. In Proceedings of the Conference on High Performance Graphics (Saarbrucken, Germany) (HPG ’10). Eurographics Association, Goslar, DEU, 87–95.
- Nerfies: Deformable neural radiance fields. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 5865–5874.
- Animatable neural radiance fields for modeling dynamic human bodies. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 14314–14323.
- D-nerf: Neural radiance fields for dynamic scenes. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 10318–10327.
- Pointnet: Deep learning on point sets for 3d classification and segmentation. In Proceedings of the IEEE conference on computer vision and pattern recognition. 652–660.
- Dynamic mesh-aware radiance fields. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 385–396.
- Derf: Decomposed radiance fields. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 14153–14161.
- VRS-NeRF: Accelerating Neural Radiance Field Rendering with Variable Rate Shading. In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 243–252.
- Hang Si. 2015. TetGen, a Delaunay-Based Quality Tetrahedral Mesh Generator. ACM Trans. Math. Softw. 41, 2, Article 11 (feb 2015), 36 pages.
- Nerfplayer: A streamable dynamic scene representation with decomposed neural radiance fields. IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2732–2742.
- Olga Sorkine and Daniel Cohen-Or. 2004. Least-squares meshes. In Proceedings Shape Modeling Applications, 2004. IEEE, 191–199.
- Usability engineering of virtual environments (VEs): identifying multiple criteria that drive effective VE system design. International Journal of Human-Computer Studies 58, 4 (2003), 447–481.
- SOL-NeRF: Sunlight modeling for outdoor scene decomposition and relighting. In SIGGRAPH Asia 2023 Conference Papers. 1–11.
- Reflecting on the design process for virtual reality applications. International Journal of Human–Computer Interaction 35, 2 (2019), 168–179.
- Resolution-robust large mask inpainting with fourier convolutions. In Proceedings of the IEEE/CVF winter conference on applications of computer vision. 2149–2159.
- HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces. arXiv preprint arXiv:2312.03160 (2023).
- Nerf-art: Text-driven neural radiance fields stylization. IEEE Transactions on Visualization and Computer Graphics (2023).
- Neus: Learning neural implicit surfaces by volume rendering for multi-view reconstruction. arXiv preprint arXiv:2106.10689 (2021).
- Perceiving spatial relationships in computer-generated images. IEEE Computer Graphics and Applications 12, 3, 44–58.
- De-nerf: Decoupled neural radiance fields for view-consistent appearance editing and high-frequency environmental relighting. In ACM SIGGRAPH 2023 conference proceedings. 1–11.
- Physgaussian: Physics-integrated 3d gaussians for generative dynamics. arXiv preprint arXiv:2311.12198 (2023).
- Neural fields in visual computing and beyond. In Computer Graphics Forum, Vol. 41. Wiley Online Library, 641–676.
- VR-NeRF: High-fidelity virtualized walkable spaces. In SIGGRAPH Asia 2023 Conference Papers. 1–12.
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians. arXiv preprint arXiv:2312.03029 (2023).
- Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting. arXiv preprint arXiv:2310.10642 (2023).
- Volume rendering of neural implicit surfaces. Advances in Neural Information Processing Systems 34 (2021), 4805–4815.
- Gaussian grouping: Segment and edit anything in 3d scenes. arXiv preprint arXiv:2312.00732 (2023).
- Yongning Zhu and Robert Bridson. 2005. Animating sand as a fluid. ACM Transactions on Graphics (TOG) 24, 3 (2005), 965–972.
- Drivable 3d gaussian avatars. arXiv preprint arXiv:2311.08581 (2023).