Illustration of foveated rendering in of a Gaussian Splatting scene using VR-HTGS, showing inhomogeneous  tile layouts that dynamically adjust to the user's gaze position.

Fast Eye-Tracked 3D Gaussian Rendering for Virtual Reality

Oral Presentation Gaussian SplattingVirtual realityFoveated renderingEye trackingImage-based renderingRasterization

Proc. Vision, Modeling and Visualization (VMV), 2026
Computer Graphics Lab,
TU Braunschweig
Timon Scholz,
Computer Graphics Lab,
TU Braunschweig
Florian Hahlbohm,
Computer Graphics Lab,
TU Braunschweig
Martin Eisemann,
Computer Graphics Lab,
TU Braunschweig

Cluster of Excellence PhoenixD,
Leibniz University Hannover
Susana Castillo,
Computer Graphics Lab,
TU Braunschweig

University of New Mexico,
USA
Marcus Magnor

VR-HTGS enables artifact-free, eye-tracked foveated rendering of 3D Gaussian Splatting in VR at 120+ Hz by dynamically adapting the tile-based rasterizer to a heterogeneous tile layout following the gaze position, without sacrificing perceptual quality or model fidelity.

Reconstruction of two dynamic scenes from monocular video; dynamic scenes show camera frustums indicating  recording trajectory of the input video

Measuring Velocity Perception Regarding Stimulus Eccentricity

Oral Presentation VectionCybersicknessVirtual realityVelocity perceptionStimulus eccentricity

ACM Symposium on Applied Perception (SAP), 2024
Computer Graphics Lab,
TU Braunschweig
Timon Scholz,
Computer Graphics Lab,
TU Braunschweig
Colin Groth,
Computer Graphics Lab,
TU Braunschweig
Susana Castillo,
Computer Graphics Lab,
TU Braunschweig
Martin Eisemann,
Computer Graphics Lab,
TU Braunschweig
Marcus Magnor

We investigate the influence of temporal frequency and eccentricity of a stimulus on the magnitude of perceived velocity in the periphery, building a model to predict the scaling factor for perceived velocity deviations relative to eccentricity.

Person wearing a VR headset, reaching their hand out to touch a virtual object not visible  in the real world.

Instant Hand Redirection in Virtual Reality Through Electrical Muscle Stimulation-Triggered Eye Blinks

Hand redirectionEMSVirtual realityRedirectionVREye blinksEye tracking

ACM Symposium on Virtual Reality Software and Technology (VRST), 2023
Computer Graphics Lab,
TU Braunschweig
Colin Groth,
Computer Graphics Lab,
TU Braunschweig
Timon Scholz,
Computer Graphics Lab,
TU Braunschweig
Susana Castillo,
Computer Graphics Lab,
TU Braunschweig
Jan-Philipp Tauscher,
Computer Graphics Lab,
TU Braunschweig
Marcus Magnor

We propose a method for instant hand redirection in VR using electrical muscle stimulation (EMS) to trigger eye blinks, enabling seamless interaction between real and virtual objects.

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