# VirtualCube: An Immersive 3D Video Communication System

arXiv: https://arxiv.org/abs/2112.06730 · HTML: https://mlsanity.com/paper/2112.06730/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 31 of its 91 references that are in the map.
- First posted on arXiv 13 Dec 2021.

## Builds on (most cited first, 30 of 31)

- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [ImageNet Large Scale Visual Recognition Challenge](https://mlsanity.com/paper/1409.0575/) (2014)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [Least Squares Generative Adversarial Networks](https://mlsanity.com/paper/1611.04076/) (2016)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [Face2Face: Real-time Face Capture and Reenactment of RGB Videos](https://mlsanity.com/paper/2007.14808/) (2020)
- [One-Shot Free-View Neural Talking-Head Synthesis for Video Conferencing](https://mlsanity.com/paper/2011.15126/) (2020)
- [FSGAN: Subject Agnostic Face Swapping and Reenactment](https://mlsanity.com/paper/1908.05932/) (2019)
- [Few-Shot Adversarial Learning of Realistic Neural Talking Head Models](https://mlsanity.com/paper/1905.08233/) (2019)
- [Deep Video Portraits](https://mlsanity.com/paper/1805.11714/) (2018)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Hierarchical Cross-Modal Talking Face Generationwith Dynamic Pixel-Wise Loss](https://mlsanity.com/paper/1905.03820/) (2019)
- [Talking Face Generation by Adversarially Disentangled Audio-Visual Representation](https://mlsanity.com/paper/1807.07860/) (2018)
- [Few-shot Video-to-Video Synthesis](https://mlsanity.com/paper/1910.12713/) (2019)
- [DeepStereo: Learning to Predict New Views from the World's Imagery](https://mlsanity.com/paper/1506.06825/) (2015)
- [Learning-Based View Synthesis for Light Field Cameras](https://mlsanity.com/paper/1609.02974/) (2016)
- [Fast Bi-layer Neural Synthesis of One-Shot Realistic Head Avatars](https://mlsanity.com/paper/2008.10174/) (2020)
- [Neural Head Reenactment with Latent Pose Descriptors](https://mlsanity.com/paper/2004.12000/) (2020)
- [Background Matting: The World is Your Green Screen](https://mlsanity.com/paper/2004.00626/) (2020)
- [Text-based Editing of Talking-head Video](https://mlsanity.com/paper/1906.01524/) (2019)
- [Extreme View Synthesis](https://mlsanity.com/paper/1812.04777/) (2018)
- [MarioNETte: Few-shot Face Reenactment Preserving Identity of Unseen Targets](https://mlsanity.com/paper/1911.08139/) (2019)
- [Driving-Signal Aware Full-Body Avatars](https://mlsanity.com/paper/2105.10441/) (2021)
- [Deep 3D Portrait from a Single Image](https://mlsanity.com/paper/2004.11598/) (2020)
- [FLNet: Landmark Driven Fetching and Learning Network for Faithful Talking Facial Animation Synthesis](https://mlsanity.com/paper/1911.09224/) (2019)
- [Supervised Transformer Network for Efficient Face Detection](https://mlsanity.com/paper/1607.05477/) (2016)

## Built on by (most cited first, 11 of 11)

- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [SteerNeRF: Accelerating NeRF Rendering via Smooth Viewpoint Trajectory](https://mlsanity.com/paper/2212.08476/) (2022)
- [Learning Visibility Field for Detailed 3D Human Reconstruction and Relighting](https://mlsanity.com/paper/2304.11900/) (2023)
- [HiCoM: Hierarchical Coherent Motion for Streamable Dynamic Scene with 3D Gaussian Splatting](https://mlsanity.com/paper/2411.07541/) (2024)
- [CU-Net: Real-Time High-Fidelity Color Upsampling for Point Clouds](https://mlsanity.com/paper/2209.06112/) (2022)
- [RemoteTouch: Enhancing Immersive 3D Video Communication with Hand Touch](https://mlsanity.com/paper/2302.14365/) (2023)
- [RealLiFe: Real-Time Light Field Reconstruction via Hierarchical Sparse Gradient Descent](https://mlsanity.com/paper/2307.03017/) (2023)
- [Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization](https://mlsanity.com/paper/2601.07518/) (2026)
- [Bringing Telepresence to Every Desk](https://mlsanity.com/paper/2304.01197/) (2023)
- [Thing2Reality: Transforming 2D Content into Conditioned Multiviews and 3D Gaussian Objects for XR Communication](https://mlsanity.com/paper/2410.07119/) (2024)
- [Transformer-Based Inpainting for Real-Time 3D Streaming in Sparse Multi-Camera Setups](https://mlsanity.com/paper/2603.05507/) (2026)

## Abstract (arXiv)

The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD cameras for capturing the 3D geometry and texture of a user. We design VirtualCube so that the task of data capturing is standardized and significantly simplified, and everything can be built using off-the-shelf hardware. We use VirtualCubes as the basic building blocks of a virtual conferencing environment, and we provide each VirtualCube user with a surrounding display showing life-size videos of remote participants. To achieve real-time rendering of remote participants, we develop the V-Cube View algorithm, which uses multi-view stereo for more accurate depth estimation and Lumi-Net rendering for better rendering quality. The VirtualCube system correctly preserves the mutual eye gaze between participants, allowing them to establish eye contact and be aware of who is visually paying attention to them. The system also allows a participant to have side discussions with remote participants as if they were in the same room. Finally, the system sheds lights on how to support the shared space of work items (e.g., documents and applications) and track the visual attention of participants to work items.
