
XREAL 1S発表:なぜ値下げの上で「性能向上」が実現したのか? Nintendo Switch 2完全対応の「Neo」と共に描くARの覇権戦略
CES 2026を目前に控えた2026年1月4日、AR(拡張現実)グラス市場のリーダーであるXREALは、新たな主力製品となる「XREAL 1S」および、革新的なパワーハブ「XREAL Neo」を発表した。 本記事では、 […]
別名: Real 3D
X1チップの演算能力を利用し、映画やYouTube、ゲームなどの通常の2Dコンテンツをグラス側で3D化する技術。DRM(著作権保護)がかかったコンテンツでも処理可能で、コンテンツ不足を解消する機能として提供されています。
Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.
Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.
We present a real-time monocular dense SLAM system designed bottom-up from MASt3R, a two-view 3D reconstruction and matching prior. Equipped with this strong prior, our system is robust on in-the-wild video sequences despite making no assumption on a fixed or parametric camera model beyond a unique camera centre. We introduce efficient methods for pointmap matching, camera tracking and local fusion, graph construction and loop closure, and second-order global optimisation. With known calibration, a simple modification to the system achieves state-of-the-art performance across various benchmarks. Altogether, we propose a plug-and-play monocular SLAM system capable of producing globally consistent poses and dense geometry while operating at 15 FPS.
With the development of artificial intelligence, neural network provides unique opportunities for holography, such as high fidelity and dynamic calculation. How to obtain real 3D scene and generate high fidelity hologram in real time is an urgent problem. Here, we propose a liquid lens based holographic camera for real 3D scene hologram acquisition using an end-to-end physical model-driven network (EEPMD-Net). As the core component of the liquid camera, the first 10 mm large aperture electrowetting-based liquid lens is proposed by using specially fabricated solution. The design of the liquid camera ensures that the multi-layers of the real 3D scene can be obtained quickly and with great imaging performance. The EEPMD-Net takes the information of real 3D scene as the input, and uses two new structures of encoder and decoder networks to realize low-noise phase generation. By comparing the intensity information between the reconstructed image after depth fusion and the target scene, the composite loss function is constructed for phase optimization, and the high-fidelity training of hologram with true depth of the 3D scene is realized for the first time. The holographic camera achieves the high-fidelity and fast generation of the hologram of the real 3D scene, and the reconstructed experiment proves that the holographic image has the advantage of low noise. The proposed holographic camera is unique and can be used in 3D display, measurement, encryption and other fields. A holographic camera for acquiring high-fidelity holograms of real 3D scenes based on a liquid camera and an end-to-end physical model-driven network is proposed.
As a frontier technology, holography has important research values in fields such as bio-micrographic imaging, light field modulation and data storage. However, the real-time acquisition of 3D scenes and high-fidelity reconstruction technology has not yet made a breakthrough, which has seriously hindered the development of holography. Here, a novel holographic camera is proposed to solve the above inherent problems completely. The proposed holographic camera consists of the acquisition end and the calculation end. At the acquisition end of the holographic camera, specially configured liquid materials and liquid lens structure based on voice-coil motor-driving are used to produce the liquid camera, so that the liquid camera can quickly capture the focus stack of the real 3D scene within 15 ms. At the calculation end, a new structured focus stack network (FS-Net) is designed for hologram calculation. After training the FS-Net with the focus stack renderer and learnable Zernike phase, it enables hologram calculation within 13 ms. As the first device to achieve real-time incoherent acquisition and high-fidelity holographic reconstruction of a real 3D scene, our proposed holographic camera breaks technical bottlenecks of difficulty in acquiring the real 3D scene, low quality of the holographic reconstructed image, and incorrect defocus blur. The experimental results demonstrate the effectiveness of our holographic camera in the acquisition of focal plane information and hologram calculation of the real 3D scene. The proposed holographic camera opens up a new way for the application of holography in fields such as 3D display, light field modulation, and 3D measurement. A real-time holographic camera for acquiring high-fidelity holograms of real 3D scenes based on a elastic membrane liquid camera and a focal stack network is proposed.