Balancing Speed and Visual Fidelity of Dynamic Point Cloud Rendering in VR

dc.contributor.authorMuehlenbrock, Andreen_US
dc.contributor.authorWeller, Reneen_US
dc.contributor.authorZachmann, Gabrielen_US
dc.contributor.editorJorge, Joaquim A.en_US
dc.contributor.editorSakata, Nobuchikaen_US
dc.date.accessioned2025-11-26T09:22:03Z
dc.date.available2025-11-26T09:22:03Z
dc.date.issued2025
dc.description.abstractEfficient rendering of dynamic point clouds from multiple RGB-D cameras is essential for a wide range of VR/AR applications. In this work, we introduce and leverage two key parameters in a mesh-based rendering approach and conduct a systematic study of their impact on the trade-off between rendering speed and perceptual quality. We show that both parameters enable substantial performance improvements while causing only negligible visual degradation. Across four GPU generations and multiple deployment scenarios, continuous dynamic point clouds from seven Microsoft Azure Kinects can achieve binocular rendering at triple-digit frame rates, even on mid-range GPUs. Our results provide practical guidelines for balancing visual fidelity and efficiency in real-time VR point cloud rendering, demonstrating that mesh-based approaches are a scalable and versatile solution for applications ranging from consumer headsets to large-scale projection systems.en_US
dc.description.sectionheadersRendering and Sensing
dc.description.seriesinformationICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.identifier.doi10.2312/egve.20251353
dc.identifier.isbn978-3-03868-278-3
dc.identifier.issn1727-530X
dc.identifier.pages6 pages
dc.identifier.urihttps://doi.org/10.2312/egve.20251353
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/egve20251353
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Rendering; Virtual reality; Point-based models; Mesh geometry models
dc.subjectComputing methodologies → Rendering
dc.subjectVirtual reality
dc.subjectPoint
dc.subjectbased models
dc.subjectMesh geometry models
dc.titleBalancing Speed and Visual Fidelity of Dynamic Point Cloud Rendering in VRen_US
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