VR2Gather: A collaborative social VR system for adaptive multi-party real-time communication

Virtual Reality telecommunication systems promise to overcome the limitations of current real-time teleconferencing solutions, by enabling a better sense of immersion and fostering more natural nterpersonal interactions. Many solutions that currently enable immersive teleconferencing employ ynthetic avatars to represent their users. However, photorealistic reconstructions have been shown to ncrease the sense of presence with respect to synthetic avatars in tele-immersive scenarios. In this paper, e present VR2Gather, a costumizable end-to-end system to transmit volumetric contents in multi-party eal-time communication. We present the architecture and evaluate the costs and benefits of using different modules and transport mechanisms in terms of CPU usage, latency, and bandwidth. Moreover, we report the user experience based on applications the system has been used for, and how it was customised to meet the requirements using different acquisition and rendering modules.

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