Consumer-level omnidirectional video offers an economically viable means to create virtual reality (VR) assets, enabling users to explore and interact within a fully immersive visual environment. However, editing such videos, particularly those with 360${}^{\circ }$∘ views and dynamic objects, poses significant challenges. Existing approaches to representing and manipulating omnidirectional content-whether designed for typical 2D perspective imagery or panoramas-often fail to adequately capture the complex spatiotemporal relationships crucial for producing high-quality, editable outputs in dynamic, panoramic settings. To overcome these challenges, we introduce OmniPlane, a novel method that leverages spherical spatiotemporal feature grids to empower the representation and editability of real-world dynamic omnidirectional environments casually captured by commodity omnidirectional cameras. OmniPlane computes spatiotemporal features by fusing vectors or matrices from each learnable spatial and spatiotemporal feature plane within a spherical coordinate system, complemented by a specifically designed weighted sampling strategy respecting the inherent spherical distribution of omnidirectional content. These learned feature planes can be flexibly decomposed into palette-based color bases. This innovative method not only enhances the representation capability of omnidirectional content and dynamics but also enables the recoloring of omnidirectional videos. Extensive experiments and a dedicated user study validate the superior performance of our proposed method in facilitating recolorable representations of dynamic omnidirectional environments.
Due to recent advances in 3D reconstruction from RGB images, it is now possible to create photorealistic representations of real-world scenes that only require minutes to be reconstructed and can be rendered in real time. In particular, 3D Gaussian splatting shows promising results, outperforming preceding reconstruction methods while simultaneously reducing the overall computational requirements. The main success of 3D Gaussian splatting relies on the efficient use of a differentiable rasterizer to render the Gaussian scene representation. One major drawback of this method is its underlying pinhole camera model. In this paper, we propose an extension of the existing method that removes this constraint and enables scene reconstructions using arbitrary camera optics such as highly distorting fisheye lenses. Our method achieves this by applying a differentiable warping function to the Gaussian scene representation. Additionally, we reduce overfitting in outdoor scenes by utilizing a learnable skybox, reducing the presence of floating artifacts within the reconstructed scene. Based on synthetic and real-world image datasets, we show that our method is capable of creating an accurate scene reconstruction from highly distorted images and rendering photorealistic images from such reconstructions.
Content-based 360 degrees video editing allows users to manipulate panoramic content for interaction in a dynamic visual world. However, the current related methods (2D neural representation and optical flow) show limitations in producing high-quality panoramic content from 360 degrees videos due to their lack of capacity to model the inherent spatiotemporal relationships among pixels in the true panoramic space. To address this issue, we propose a Neural Panoramic Representation (NPR) method to model the global inter-pixel relationships, facilitating immersive video editing. Specifically, our method utilizes MLP-based networks to learn spherical implicit content layers, by encoding the spherical spatiotemporal positions and appearance details within the panoramic video, and bi-directional mapping between the original video frames and the learned content layers, to capture the interpretable and global omnidirectional visual characteristics of individual dynamic scenes. Additionally, we introduce innovative loss functions (spherical neighborhood consistency and unit spherical regularization) to ensure the creation of appropriate implicit spherical content layers. We further provide an interactive layer neural panoramic editing approach based on the proposed NPR, in the head-mounted display device. We evaluate this framework on diverse real-world 360 degrees videos, showing superior performance on both reconstruction and consistent editing compared to existing state-of-the-art (SOTA) neural representation techniques.