“Recent advances and current challenges of graphics for fully immersive augmented and virtual reality”

Anton Kaplanyan


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Date: January 27, 2021


Head-mounted displays for augmented and virtual reality are gaining popularity as new and more immersive media. They promise seamless user immersion into virtual worlds and smart augmentation of the real world around us. In order to enable this we need to develop intelligent and power-efficient systems for capturing, representing and rendering virtual content. Key questions include:  Can we capture a real object and re-render it as a virtual object in a different environment? How can we leverage human perception to render photorealistic objects efficiently on wearable augmented and virtual reality (AR/VR) headsets? How intelligent can capturing and reconstruction be? In this talk, I will discuss recent efforts in neural and inverse graphics and how they improve the efficiency, immersion, and photorealism of captured and virtual environments. I will also talk about Facebook LiveMaps and Project Aria, as well as the major open challenges on our way to fully immersive and intelligent wearable AR/VR headsets.

Further Information:

Anton Kaplanyan is a research scientist at Facebook Reality Labs. His current research goal is to advance neural and differentiable rendering towards improved immersion and efficiency in the future augmented and virtual reality. Anton worked on Nvidia’s RTX ray tracing hardware research and real-time denoising methods at Nvidia Research, as well as real-time graphics research in CryENGINE 3 game engine and Crysis franchise. Anton holds a PhD in physically based light transport simulation from Karlsruhe Institute of Technology, Germany.

Created: Thursday, January 28th, 2021