# MatryODShka: Real-time 6DoF Video View Synthesis using Multi-Sphere Images

arXiv: https://arxiv.org/abs/2008.06534 · HTML: https://mlsanity.com/paper/2008.06534/

## Key facts

- Cited by 64 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 14 Aug 2020.

## Built on by (most cited first, 30 of 64)

- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling](https://mlsanity.com/paper/2301.02238/) (2023)
- [BACON: Band-limited Coordinate Networks for Multiscale Scene Representation](https://mlsanity.com/paper/2112.04645/) (2021)
- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [Neural Lumigraph Rendering](https://mlsanity.com/paper/2103.11571/) (2021)
- [T"oRF: Time-of-Flight Radiance Fields for Dynamic Scene View Synthesis](https://mlsanity.com/paper/2109.15271/) (2021)
- [ReLU Fields: The Little Non-linearity That Could](https://mlsanity.com/paper/2205.10824/) (2022)
- [FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality](https://mlsanity.com/paper/2103.16365/) (2021)
- [ACORN: Adaptive Coordinate Networks for Neural Scene Representation](https://mlsanity.com/paper/2105.02788/) (2021)
- [360MonoDepth: High-Resolution 360deg Monocular Depth Estimation](https://mlsanity.com/paper/2111.15669/) (2021)
- [Full Surround Monodepth from Multiple Cameras](https://mlsanity.com/paper/2104.00152/) (2021)
- [Pano3D: A Holistic Benchmark and a Solid Baseline for 360o Depth Estimation](https://mlsanity.com/paper/2109.02749/) (2021)
- [Real-Time Neural Rasterization for Large Scenes](https://mlsanity.com/paper/2311.05607/) (2023)
- [Fast Training of Neural Lumigraph Representations using Meta Learning](https://mlsanity.com/paper/2106.14942/) (2021)
- [HVH: Learning a Hybrid Neural Volumetric Representation for Dynamic Hair Performance Capture](https://mlsanity.com/paper/2112.06904/) (2021)
- [Splatter-360: Generalizable 360circ Gaussian Splatting for Wide-baseline Panoramic Images](https://mlsanity.com/paper/2412.06250/) (2024)
- [PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting](https://mlsanity.com/paper/2412.12096/) (2024)
- [PanoGRF: Generalizable Spherical Radiance Fields for Wide-baseline Panoramas](https://mlsanity.com/paper/2306.01531/) (2023)
- [360Roam: Real-Time Indoor Roaming Using Geometry-Aware 360^circ Radiance Fields](https://mlsanity.com/paper/2208.02705/) (2022)
- [ODGS: 3D Scene Reconstruction from Omnidirectional Images with 3D Gaussian Splattings](https://mlsanity.com/paper/2410.20686/) (2024)
- [Local Implicit Ray Function for Generalizable Radiance Field Representation](https://mlsanity.com/paper/2304.12746/) (2023)
- [ECNR: Efficient Compressive Neural Representation of Time-Varying Volumetric Datasets](https://mlsanity.com/paper/2311.12831/) (2023)
- [Layout-Guided Novel View Synthesis from a Single Indoor Panorama](https://mlsanity.com/paper/2103.17022/) (2021)

## Abstract (arXiv)

We introduce a method to convert stereo 360deg (omnidirectional stereo) imagery into a layered, multi-sphere image representation for six degree-of-freedom (6DoF) rendering. Stereo 360deg imagery can be captured from multi-camera systems for virtual reality (VR), but lacks motion parallax and correct-in-all-directions disparity cues. Together, these can quickly lead to VR sickness when viewing content. One solution is to try and generate a format suitable for 6DoF rendering, such as by estimating depth. However, this raises questions as to how to handle disoccluded regions in dynamic scenes. Our approach is to simultaneously learn depth and disocclusions via a multi-sphere image representation, which can be rendered with correct 6DoF disparity and motion parallax in VR. This significantly improves comfort for the viewer, and can be inferred and rendered in real time on modern GPU hardware. Together, these move towards making VR video a more comfortable immersive medium.
