Towards a Pipeline for Real-Time Visualization of Faces for VR-based Telepresence and Live Broadcasting Utilizing Neural Rendering

While head-mounted displays (HMDs) for Virtual Reality (VR) have become widely available in the consumer market, they pose a considerable obstacle for realistic face-to-face conversation in VR since HMDs hide a significant portion of the participants faces. Even with image streams from cameras directly attached to an HMD, stitching together a convincing image of an entire face remains a challenging task because of extreme capture angles and strong lens distortions due to a wide field of view. Compared to the long line of research in VR, reconstruction of faces hidden beneath an HMD is a very recent topic of research. While the current state-of-the-art solutions demonstrate photo-realistic 3D reconstruction results, many of them require high-cost laboratory equipment and large computational costs. We present an approach that focuses on low-cost hardware and can be used on a commodity gaming computer with a single GPU. We leverage the benefits of an end-to-end pipeline by means of Generative Adversarial Networks (GAN). Our GAN produces a frontal-facing 2.5D point cloud based on a training dataset captured with an RGBD camera. In our approach, the training process is offline, while the reconstruction runs in real-time. Our results show adequate reconstruction quality within the “learned” expressions. Expressions not learned by the network produce artifacts and can trigger the Uncanny Valley effect.

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Publication Details

Journal
Journal of Virtual Reality and Broadcasting
Published
2025-02-06
DOI
https://doi.org/10.48663/1860-2037/18.2024.1
Primary Topic
Mesenchymal stem cell research
Type
article
Field-Weighted Citation Impact
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article

Towards a Pipeline for Real-Time Visualization of Faces for VR-based Telepresence and Live Broadcasting Utilizing Neural Rendering

Journal of Virtual Reality and Broadcasting
Mesenchymal stem cell research
article

Towards a Pipeline for Real-Time Visualization of Faces for VR-based Telepresence and Live Broadcasting Utilizing Neural Rendering

article en

Abstract

While head-mounted displays (HMDs) for Virtual Reality (VR) have become widely available in the consumer market, they pose a considerable obstacle for realistic face-to-face conversation in VR since HMDs hide a significant portion of the participants faces. Even with image streams from cameras directly attached to an HMD, stitching together a convincing image of an entire face remains a challenging task because of extreme capture angles and strong lens distortions due to a wide field of view. Compared to the long line of research in VR, reconstruction of faces hidden beneath an HMD is a very recent topic of research. While the current state-of-the-art solutions demonstrate photo-realistic 3D reconstruction results, many of them require high-cost laboratory equipment and large computational costs. We present an approach that focuses on low-cost hardware and can be used on a commodity gaming computer with a single GPU. We leverage the benefits of an end-to-end pipeline by means of Generative Adversarial Networks (GAN). Our GAN produces a frontal-facing 2.5D point cloud based on a training dataset captured with an RGBD camera. In our approach, the training process is offline, while the reconstruction runs in real-time. Our results show adequate reconstruction quality within the “learned” expressions. Expressions not learned by the network produce artifacts and can trigger the Uncanny Valley effect.

Journal of Virtual Reality and Broadcasting
RheinMain University of Applied Sciences (DE), Hochschule Düsseldorf University of Applied Sciences (DE)
Openalex Percentile: Top 36%
Mesenchymal stem cell research
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