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Tony Garcia

dblp:00/1866 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0001-0670-3343ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 87% Rendering · 13%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
neural radiance field
0.712023
VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023
Virtual and augmented reality
immersive rendering
0.712023
VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023
Virtual and augmented reality › immersive rendering
VR rendering
0.712023
VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023
Rendering
volume rendering
0.212023
VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023

Methods — techniques the papers use, named apart from their topics

neural radiance field · 1.3multi-GPU rendering · 1.3mipmapping · 0.7mip-mapping · 0.7
YearPublicationVenuePosition
2023 VR-NeRF: High-Fidelity Virtualized Walkable Spaces
abstract
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K × 2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website: https://vr-nerf.github.io.
Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim 0001, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaz Bozic, Dahua Lin, Michael Zollhöfer, Christian Richardt
SIGGRAPH Asia4