Build photorealistic VR and AR environments from real spaces using NeRF and 3D Gaussian splatting, all the way from camera capture to headset ready experiences.
Most XR teams can find papers and demos on neural rendering, but turning them into stable, real time scenes inside Unity, Unreal or WebXR is a different problem. You have to plan captures, recover camera poses, train NeRF or 3D Gaussian splat models, integrate them with engines, and still meet strict headset latency and comfort targets.
Neural Rendering for VR, AR and the Metaverse: NeRF and Gaussian Splatting gives you an end to end workflow focused on real projects. It links radiance fields and splats to the 3D math and XR constraints you already know, then walks through practical pipelines for games, training and industrial use.
This is a code heavy guide, with working examples in Python, configuration files and engine side snippets for NeRF training, Gaussian splat rendering and XR integration that you can adapt directly into your own projects.
If you want to move beyond demos and ship VR, AR and WebXR experiences powered by NeRF and 3D Gaussian splatting, grab your copy today.
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