Immersive experiences often lack the realism achievable using offline rendering methods due to device performance requirements. This software prototype, built in C++ and leveraging OpenVR and the Cinder graphics library, explores the potential of using image-based rendering techniques to bridge the gap between realism and performance.

This lounge is digitally reconstructed using photogrammetry. On the left is the 3D geometry. On the right is a 3D render with textures and shaders applied. Adjust the slider in the middle to reveal more.

A view of the lounge from a HTC Vive headset. Proximity probes (the colored spheres) visualize how pre-computed surface reflectance is weighted based on viewer distance.

View-dependent reflectance maps visualized in UV space.

View of the 3D geometry in Maya.

Room prep for the demo. The viewer is invited to explore objects in the physical space while immersed in the virtual space using the HTC Vive headset. Familiar movements, such as sitting down on a couch, become strangely unfamiliar when immersed in a replica virtual environment.

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