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arXiv:2506.21117

CL-Splats: Continual Learning of Gaussian Splatting with Local Optimization

In dynamic 3D environments, accurately updating scene representations over time is crucial for applications in robotics, mixed reality, and embodied AI. As scenes evolve, efficient methods to incorporate changes are needed to maintain up-to-date, high-quality reconstructions without the computational overhead of re-optimizing the entire scene. This paper introduces CL-Splats, which incrementally updates Gaussian splatting-based 3D representations from sparse scene captures. CL-Splats integrates a robust change-detection module that segments updated and static components within the scene, enabling focused, local optimization that avoids unnecessary re-computation. Moreover, CL-Splats supports storing and recovering previous scene states, facilitating temporal segmentation and new scene-analysis applications. Our extensive experiments demonstrate that CL-Splats achieves efficient updates with improved reconstruction quality over the state-of-the-art. This establishes a robust foundation for future real-time adaptation in 3D scene reconstruction tasks.

arXiv:2506.10567

LRSLAM: Low-rank Representation of Signed Distance Fields in Dense Visual SLAM System

Simultaneous Localization and Mapping (SLAM) has been crucial across various domains, including autonomous driving, mobile robotics, and mixed reality. Dense visual SLAM, leveraging RGB-D camera systems, offers advantages but faces challenges in achieving real-time performance, robustness, and scalability for large-scale scenes. Recent approaches utilizing neural implicit scene representations show promise but suffer from high computational costs and memory requirements. ESLAM introduced a plane-based tensor decomposition but still struggled with memory growth. Addressing these challenges, we propose a more efficient visual SLAM model, called LRSLAM, utilizing low-rank tensor decomposition methods. Our approach, leveraging the Six-axis and CP decompositions, achieves better convergence rates, memory efficiency, and reconstruction/localization quality than existing state-of-the-art approaches. Evaluation across diverse indoor RGB-D datasets demonstrates LRSLAM's superior performance in terms of parameter efficiency, processing time, and accuracy, retaining reconstruction and localization quality. Our code will be publicly available upon publication.

arXiv:2506.05683

Multi-Modal Multi-Task Federated Foundation Models for Next-Generation Extended Reality Systems: Towards Privacy-Preserving Distributed Intelligence in AR/VR/MR

Extended reality (XR) systems, which consist of virtual reality (VR), augmented reality (AR), and mixed reality (XR), offer a transformative interface for immersive, multi-modal, and embodied human-computer interaction. In this paper, we envision that multi-modal multi-task (M3T) federated foundation models (FedFMs) can offer transformative capabilities for XR systems through integrating the representational strength of M3T foundation models (FMs) with the privacy-preserving model training principles of federated learning (FL). We present a modular architecture for FedFMs, which entails different coordination paradigms for model training and aggregations. Central to our vision is the codification of XR challenges that affect the implementation of FedFMs under the SHIFT dimensions: (1) Sensor and modality diversity, (2) Hardware heterogeneity and system-level constraints, (3) Interactivity and embodied personalization, (4) Functional/task variability, and (5) Temporality and environmental variability. We illustrate the manifestation of these dimensions across a set of emerging and anticipated applications of XR systems. Finally, we propose evaluation metrics, dataset requirements, and design tradeoffs necessary for the development of resource-aware FedFMs in XR. This perspective aims to chart the technical and conceptual foundations for context-aware privacy-preserving intelligence in the next generation of XR systems.

arXiv:2505.12005

CHRIS: Clothed Human Reconstruction with Side View Consistency

Creating a realistic clothed human from a single-view RGB image is crucial for applications like mixed reality and filmmaking. Despite some progress in recent years, mainstream methods often fail to fully utilize side-view information, as the input single-view image contains front-view information only. This leads to globally unrealistic topology and local surface inconsistency in side views. To address these, we introduce Clothed Human Reconstruction with Side View Consistency, namely CHRIS, which consists of 1) A Side-View Normal Discriminator that enhances global visual reasonability by distinguishing the generated side-view normals from the ground truth ones; 2) A Multi-to-One Gradient Computation (M2O) that ensures local surface consistency. M2O calculates the gradient of a sampling point by integrating the gradients of the nearby points, effectively acting as a smooth operation. Experimental results demonstrate that CHRIS achieves state-of-the-art performance on public benchmarks and outperforms the prior work.

arXiv:2505.10902

Patient-Specific Dynamic Digital-Physical Twin for Coronary Intervention Training: An Integrated Mixed Reality Approach

Background and Objective: Precise preoperative planning and effective physician training for coronary interventions are increasingly important. Despite advances in medical imaging technologies, transforming static or limited dynamic imaging data into comprehensive dynamic cardiac models remains challenging. Existing training systems lack accurate simulation of cardiac physiological dynamics. This study develops a comprehensive dynamic cardiac model research framework based on 4D-CTA, integrating digital twin technology, computer vision, and physical model manufacturing to provide precise, personalized tools for interventional cardiology. Methods: Using 4D-CTA data from a 60-year-old female with three-vessel coronary stenosis, we segmented cardiac chambers and coronary arteries, constructed dynamic models, and implemented skeletal skinning weight computation to simulate vessel deformation across 20 cardiac phases. Transparent vascular physical models were manufactured using medical-grade silicone. We developed cardiac output analysis and virtual angiography systems, implemented guidewire 3D reconstruction using binocular stereo vision, and evaluated the system through angiography validation and CABG training applications. Results: Morphological consistency between virtual and real angiography reached 80.9%. Dice similarity coefficients for guidewire motion ranged from 0.741-0.812, with mean trajectory errors below 1.1 mm. The transparent model demonstrated advantages in CABG training, allowing direct visualization while simulating beating heart challenges. Conclusion: Our patient-specific digital-physical twin approach effectively reproduces both anatomical structures and dynamic characteristics of coronary vasculature, offering a dynamic environment with visual and tactile feedback valuable for education and clinical planning.

arXiv:2505.05591

QuickSplat: Fast 3D Surface Reconstruction via Learned Gaussian Initialization

Surface reconstruction is fundamental to computer vision and graphics, enabling applications in 3D modeling, mixed reality, robotics, and more. Existing approaches based on volumetric rendering obtain promising results, but optimize on a per-scene basis, resulting in a slow optimization that can struggle to model under-observed or textureless regions. We introduce QuickSplat, which learns data-driven priors to generate dense initializations for 2D gaussian splatting optimization of large-scale indoor scenes. This provides a strong starting point for the reconstruction, which accelerates the convergence of the optimization and improves the geometry of flat wall structures. We further learn to jointly estimate the densification and update of the scene parameters during each iteration; our proposed densifier network predicts new Gaussians based on the rendering gradients of existing ones, removing the needs of heuristics for densification. Extensive experiments on large-scale indoor scene reconstruction demonstrate the superiority of our data-driven optimization. Concretely, we accelerate runtime by 8x, while decreasing depth errors by up to 48% in comparison to state of the art methods.

arXiv:2504.21731

Adaptive 3D UI Placement in Mixed Reality Using Deep Reinforcement Learning

Mixed Reality (MR) could assist users' tasks by continuously integrating virtual content with their view of the physical environment. However, where and how to place these content to best support the users has been a challenging problem due to the dynamic nature of MR experiences. In contrast to prior work that investigates optimization-based methods, we are exploring how reinforcement learning (RL) could assist with continuous 3D content placement that is aware of users' poses and their surrounding environments. Through an initial exploration and preliminary evaluation, our results demonstrate the potential of RL to position content that maximizes the reward for users on the go. We further identify future directions for research that could harness the power of RL for personalized and optimized UI and content placement in MR.

arXiv:2505.02780공식 코드 · Papers with Code

Beyond the Monitor: Mixed Reality Visualization and AI for Enhanced Digital Pathology Workflow

Pathologists rely on gigapixel whole-slide images (WSIs) to diagnose diseases like cancer, yet current digital pathology tools hinder diagnosis. The immense scale of WSIs, often exceeding 100,000 X 100,000 pixels, clashes with the limited views traditional monitors offer. This mismatch forces constant panning and zooming, increasing pathologist cognitive load, causing diagnostic fatigue, and slowing pathologists' adoption of digital methods. PathVis, our mixed-reality visualization platform for Apple Vision Pro, addresses these challenges. It transforms the pathologist's interaction with data, replacing cumbersome mouse-and-monitor navigation with intuitive exploration using natural hand gestures, eye gaze, and voice commands in an immersive workspace. PathVis integrates AI to enhance diagnosis. An AI-driven search function instantly retrieves and displays the top five similar patient cases side-by-side, improving diagnostic precision and efficiency through rapid comparison. Additionally, a multimodal conversational AI assistant offers real-time image interpretation support and aids collaboration among pathologists across multiple Apple devices. By merging the directness of traditional pathology with advanced mixed-reality visualization and AI, PathVis improves diagnostic workflows, reduces cognitive strain, and makes pathology practice more effective and engaging. The PathVis source code and a demo video are publicly available at: https://github.com/jaiprakash1824/Path_Vis

arXiv:2504.15970

Recent Advances and Future Directions in Extended Reality (XR): Exploring AI-Powered Spatial Intelligence

Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR), is a transformative technology bridging the physical and virtual world and it has diverse potential which will be ubiquitous in the future. This review examines XR's evolution through foundational framework - hardware ranging from monitors to sensors and software ranging from visual tasks to user interface; highlights state of the art (SOTA) XR products with the comparison and analysis of performance based on their foundational framework; discusses how commercial XR devices can support the demand of high-quality performance focusing on spatial intelligence. For future directions, attention should be given to the integration of multi-modal AI and IoT-driven digital twins to enable adaptive XR systems. With the concept of spatial intelligence, future XR should establish a new digital space with realistic experience that benefits humanity. This review underscores the pivotal role of AI in unlocking XR as the next frontier in human-computer interaction.

arXiv:2504.14779

Exploring Collaborative GenAI Agents in Synchronous Group Settings: Eliciting Team Perceptions and Design Considerations for the Future of Work

While generative artificial intelligence (GenAI) is finding increased adoption in workplaces, current tools are primarily designed for individual use. Prior work established the potential for these tools to enhance personal creativity and productivity towards shared goals; however, we don't know yet how to best take into account the nuances of group work and team dynamics when deploying GenAI in work settings. In this paper, we investigate the potential of collaborative GenAI agents to augment teamwork in synchronous group settings through an exploratory study that engaged 25 professionals across 6 teams in speculative design workshops and individual follow-up interviews. Our workshops included a mixed reality provotype to simulate embodied collaborative GenAI agents capable of actively participating in group discussions. Our findings suggest that, if designed well, collaborative GenAI agents offer valuable opportunities to enhance team problem-solving by challenging groupthink, bridging communication gaps, and reducing social friction. However, teams' willingness to integrate GenAI agents depended on its perceived fit across a number of individual, team, and organizational factors. We outline the key design tensions around agent representation, social prominence, and engagement and highlight the opportunities spatial and immersive technologies could offer to modulate GenAI influence on team outcomes and strike a balance between augmentation and agency.

arXiv:2504.13697

Green Robotic Mixed Reality with Gaussian Splatting

Realizing green communication in robotic mixed reality (RoboMR) systems presents a challenge, due to the necessity of uploading high-resolution images at high frequencies through wireless channels. This paper proposes Gaussian splatting (GS) RoboMR (GSRMR), which achieves a lower energy consumption and makes a concrete step towards green RoboMR. The crux to GSRMR is to build a GS model which enables the simulator to opportunistically render a photo-realistic view from the robot's pose, thereby reducing the need for excessive image uploads. Since the GS model may involve discrepancies compared to the actual environments, a GS cross-layer optimization (GSCLO) framework is further proposed, which jointly optimizes content switching (i.e., deciding whether to upload image or not) and power allocation across different frames. The GSCLO problem is solved by an accelerated penalty optimization (APO) algorithm. Experiments demonstrate that the proposed GSRMR reduces the communication energy by over 10x compared with RoboMR. Furthermore, the proposed GSRMR with APO outperforms extensive baseline schemes, in terms of peak signal-to-noise ratio (PSNR) and structural similarity index measure (SSIM).

arXiv:2504.12012

Purposefully Induced Psychosis (PIP): Embracing Hallucination as Imagination in Large Language Models

Hallucinations in Large Language Models (LLMs) are widely regarded as errors - outputs that deviate from factual accuracy. However, in creative or exploratory contexts, these "mistakes" may represent unexpected avenues for innovation. We introduce Purposefully Induced Psychosis (PIP), a novel approach that amplifies LLM hallucinations for imaginative tasks such as speculative fiction, interactive storytelling, and mixed-reality simulations. Drawing on Herman Melville's Moby-Dick, where Pip's "madness" reveals profound insight, we reframe hallucinations as a source of computational imagination rather than a flaw. Our method fine-tunes LLMs to encourage speculative, metaphorical, and surreal outputs - hallucinations that are useful when factual accuracy is not the chief objective. Inspired by the consensual illusions of theater and stage magic, PIP situates these creative missteps in contexts where users willingly suspend disbelief, thereby transforming "errors" into catalysts for new ways of thinking. We discuss potential applications, design principles for ensuring user consent, preliminary observations, and implications for broader AI ethics and human-AI collaboration.

arXiv:2504.10746

Hearing Anywhere in Any Environment

In mixed reality applications, a realistic acoustic experience in spatial environments is as crucial as the visual experience for achieving true immersion. Despite recent advances in neural approaches for Room Impulse Response (RIR) estimation, most existing methods are limited to the single environment on which they are trained, lacking the ability to generalize to new rooms with different geometries and surface materials. We aim to develop a unified model capable of reconstructing the spatial acoustic experience of any environment with minimum additional measurements. To this end, we present xRIR, a framework for cross-room RIR prediction. The core of our generalizable approach lies in combining a geometric feature extractor, which captures spatial context from panorama depth images, with a RIR encoder that extracts detailed acoustic features from only a few reference RIR samples. To evaluate our method, we introduce ACOUSTICROOMS, a new dataset featuring high-fidelity simulation of over 300,000 RIRs from 260 rooms. Experiments show that our method strongly outperforms a series of baselines. Furthermore, we successfully perform sim-to-real transfer by evaluating our model on four real-world environments, demonstrating the generalizability of our approach and the realism of our dataset.

arXiv:2504.08353공식 코드 · Papers with Code

Single View Garment Reconstruction Using Diffusion Mapping Via Pattern Coordinates

Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry -- especially for loose-fitting clothing -- remains an open challenge. We present a novel method for high-fidelity 3D garment reconstruction from single images that bridges 2D and 3D representations. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn rich garment shape priors in a 2D UV space. A key innovation is our mapping model that establishes correspondences between 2D image pixels, UV pattern coordinates, and 3D geometry, enabling joint optimization of both 3D garment meshes and the corresponding 2D patterns by aligning learned priors with image observations. Despite training exclusively on synthetically simulated cloth data, our method generalizes effectively to real-world images, outperforming existing approaches on both tight- and loose-fitting garments. The reconstructed garments maintain physical plausibility while capturing fine geometric details, enabling downstream applications including garment retargeting and texture manipulation.

arXiv:2504.02860

Computer Vision and Deep Learning for 4D Augmented Reality

The prospect of 4D video in Extended Reality (XR) platform is huge and exciting, it opens a whole new way of human computer interaction and the way we perceive the reality and consume multimedia. In this thesis, we have shown that feasibility of rendering 4D video in Microsoft mixed reality platform. This enables us to port any 3D performance capture from CVSSP into XR product like the HoloLens device with relative ease. However, if the 3D model is too complex and is made up of millions of vertices, the data bandwidth required to port the model is a severe limitation with the current hardware and communication system. Therefore, in this project we have also developed a compact representation of both shape and appearance of the 4d video sequence using deep learning models to effectively learn the compact representation of 4D video sequence and reconstruct it without affecting the shape and appearance of the video sequence.

arXiv:2503.18682

Hardware-Rasterized Ray-Based Gaussian Splatting

We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.

arXiv:2503.10017

Speedy MASt3R

Image matching is a key component of modern 3D vision algorithms, essential for accurate scene reconstruction and localization. MASt3R redefines image matching as a 3D task by leveraging DUSt3R and introducing a fast reciprocal matching scheme that accelerates matching by orders of magnitude while preserving theoretical guarantees. This approach has gained strong traction, with DUSt3R and MASt3R collectively cited over 250 times in a short span, underscoring their impact. However, despite its accuracy, MASt3R's inference speed remains a bottleneck. On an A40 GPU, latency per image pair is 198.16 ms, mainly due to computational overhead from the ViT encoder-decoder and Fast Reciprocal Nearest Neighbor (FastNN) matching. To address this, we introduce Speedy MASt3R, a post-training optimization framework that enhances inference efficiency while maintaining accuracy. It integrates multiple optimization techniques, including FlashMatch-an approach leveraging FlashAttention v2 with tiling strategies for improved efficiency, computation graph optimization via layer and tensor fusion having kernel auto-tuning with TensorRT (GraphFusion), and a streamlined FastNN pipeline that reduces memory access time from quadratic to linear while accelerating block-wise correlation scoring through vectorized computation (FastNN-Lite). Additionally, it employs mixed-precision inference with FP16/FP32 hybrid computations (HybridCast), achieving speedup while preserving numerical precision. Evaluated on Aachen Day-Night, InLoc, 7-Scenes, ScanNet1500, and MegaDepth1500, Speedy MASt3R achieves a 54% reduction in inference time (198 ms to 91 ms per image pair) without sacrificing accuracy. This advancement enables real-time 3D understanding, benefiting applications like mixed reality navigation and large-scale 3D scene reconstruction.

arXiv:2503.01387공식 코드 · Papers with Code

Blind Augmentation: Calibration-free Camera Distortion Model Estimation for Real-time Mixed-reality Consistency

Real camera footage is subject to noise, motion blur (MB) and depth of field (DoF). In some applications these might be considered distortions to be removed, but in others it is important to model them because it would be ineffective, or interfere with an aesthetic choice, to simply remove them. In augmented reality applications where virtual content is composed into a live video feed, we can model noise, MB and DoF to make the virtual content visually consistent with the video. Existing methods for this typically suffer two main limitations. First, they require a camera calibration step to relate a known calibration target to the specific cameras response. Second, existing work require methods that can be (differentiably) tuned to the calibration, such as slow and specialized neural networks. We propose a method which estimates parameters for noise, MB and DoF instantly, which allows using off-the-shelf real-time simulation methods from e.g., a game engine in compositing augmented content. Our main idea is to unlock both features by showing how to use modern computer vision methods that can remove noise, MB and DoF from the video stream, essentially providing self-calibration. This allows to auto-tune any black-box real-time noise+MB+DoF method to deliver fast and high-fidelity augmentation consistency.

arXiv:2502.17880

VVRec: Reconstruction Attacks on DL-based Volumetric Video Upstreaming via Latent Diffusion Model with Gamma Distribution

With the popularity of 3D volumetric video applications, such as Autonomous Driving, Virtual Reality, and Mixed Reality, current developers have turned to deep learning for compressing volumetric video frames, i.e., point clouds for video upstreaming. The latest deep learning-based solutions offer higher efficiency, lower distortion, and better hardware support compared to traditional ones like MPEG and JPEG. However, privacy threats arise, especially reconstruction attacks targeting to recover the original input point cloud from the intermediate results. In this paper, we design VVRec, to the best of our knowledge, which is the first targeting DL-based Volumetric Video Reconstruction attack scheme. VVRec demonstrates the ability to reconstruct high-quality point clouds from intercepted transmission intermediate results using four well-trained neural network modules we design. Leveraging the latest latent diffusion models with Gamma distribution and a refinement algorithm, VVRec excels in reconstruction quality, color recovery, and surpasses existing defenses. We evaluate VVRec using three volumetric video datasets. The results demonstrate that VVRec achieves 64.70dB reconstruction accuracy, with an impressive 46.39% reduction of distortion over baselines.

arXiv:2502.08786

MRUCT: Mixed Reality Assistance for Acupuncture Guided by Ultrasonic Computed Tomography

Chinese acupuncture practitioners primarily depend on muscle memory and tactile feedback to insert needles and accurately target acupuncture points, as the current workflow lacks imaging modalities and visual aids. Consequently, new practitioners often learn through trial and error, requiring years of experience to become proficient and earn the trust of patients. Medical students face similar challenges in mastering this skill. To address these challenges, we developed an innovative system, MRUCT, that integrates ultrasonic computed tomography (UCT) with mixed reality (MR) technology to visualize acupuncture points in real-time. This system offers offline image registration and real-time guidance during needle insertion, enabling them to accurately position needles based on anatomical structures such as bones, muscles, and auto-generated reference points, with the potential for clinical implementation. In this paper, we outline the non-rigid registration methods used to reconstruct anatomical structures from UCT data, as well as the key design considerations of the MR system. We evaluated two different 3D user interface (3DUI) designs and compared the performance of our system to traditional workflows for both new practitioners and medical students. The results highlight the potential of MR to enhance therapeutic medical practices and demonstrate the effectiveness of the system we developed.