Virtual Pass-through: Evaluating 3D Gaussian Splatting as an Alternative to Conventional Video Pass-through in Static Environments

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Abstract

Video pass-through (VPT) techniques often cause visual distortions like the ‘telescope eye' effect, which leads to less immersion and spatial awareness in Extended Reality (XR). This study investigates the potential of 3D Gaussian Splatting (3DGS) as a rendering alternative to video pass-through, particularly focusing on its ability to mitigate common perceptual artifacts and enhance immersion. To evaluate the efficacy of 3DGS in an XR context, we conducted a user study comparing two visualization types: (1) conventional VPT and (2) 3DGS-based scene representation. Three distinct scenes with high detail, natural depth perception, and reflective surfaces were included in the study. An empirical study was conducted with a structured questionnaire that inquired about the level of immersion and the impact of the visual stimuli. Our results provide insights into the scalability and hardware considerations for implementing 3DGS in realtime interactive environments. The evaluation results indicated that users with a 3DGS visualization experienced a reduction in visual distortion and an enhancement in the perceived realism of objects. The findings show that 3DGS can serve as an effective alternative to VPT, potentially improving realism and reducing perceptual artifacts in XR applications.

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