Neural Rendering for Vr, AR and the Metaverse
Language: English
Published by Independently Published, 2025
- Softcover
- New

Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK
AbeBooks seller since June 11, 2025
Condition: New
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- Title
- Neural Rendering for Vr, AR and the Metaverse
- Author
- Talia Graham
- Publisher
- Independently Published
- Publication year
- 2025
- Condition
- New
- Binding
- Paperback
- Language
- English
- ISBN 13
- 9798274523684
- Item weight
- 426 grams
- Dimensions
- 17.78 x 1.4 x 25.4 cm
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.
- Grasp the core NeRF model as a continuous scene function, including density, radiance, ray integration and the volume rendering equation applied to headset cameras.
- Understand 3D Gaussian splatting, from positions and covariances to color, opacity and differentiable splatting for real time VR and AR rendering.
- Plan robust data capture sessions for rooms, objects and large spaces, and use COLMAP and similar structure from motion tools to recover reliable camera poses.
- Use Nerfstudio pipelines such as Nerfacto and Splatfacto, Instant NGP with hash encodings, and XR oriented NeRF variants to train neural scenes efficiently.
- Integrate neural assets into Unity with OpenXR, into Unreal Engine with hybrid mesh plus splat workflows, and into WebXR pipelines for browser and headset delivery.
- Apply performance techniques for XR, including latency budgeting, acceleration structures, caching and tiling, foveated rendering and variable rate NeRF on mobile headsets.
- Build complete photorealistic environments by combining neural scenes with traditional meshes, lights, effects, streaming and level of detail schemes.
- Design applied use cases such as game experiences backed by radiance fields, industrial training and simulation from captured facilities, and telepresence or cultural heritage scenes with NeRF and 3DGS.
- Evaluate quality using image and geometry metrics that matter for neural rendering, connect them to user perception of resolution and latency in headsets, and debug common artifacts and UX issues.
- Follow end to end case studies, including capturing a real room for VR, building an industrial scenario from NeRF or 3DGS assets, and creating a WebXR experience from smartphone scans and splats.
- Work with the real limits of current techniques, including memory, dynamic scenes, editing constraints, privacy and ownership, and see how 4D radiance fields and generative models are changing the landscape.
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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Rarewaves.com UK
London, United Kingdom
AbeBooks seller since June 11, 2025
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