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Immersive Optical-See-Through Augmented Reality. Augmented Reality has been getting ready for the last 20 years, and is finally becoming real, powered by progress in enabling technologies such as graphics, vision, sensors, and displays. In this talk I’ll provide a personal retrospective on my journey, working on all those enablers, getting ready for the coming AR revolution. At Meta, we are working on immersive optical-see-through AR headset, as well as the full software stack. We’ll discuss the differences of optical vs.


In this paper, we propose a novel low-rank based non-local image denoising method for HEVC video compression with the strategy of gathering non-local patches in the rectified domain. Owing to the irreversible quantization, image compression can be considered as adding noises into the original image, causing the distortion between the original image and the de-compressed image.


The evaluation of the quality of gaming content, with low-complexity and low-delay approaches is a major challenge raised by the emerging gaming video streaming and cloud-gaming services. Considering two existing and a newly created gaming databases this paper confirms that some low-complexity metrics match well with subjective scores when considering usual correlation indicators. It is however argued such a result is insufficient: gaming content suffers from sudden large quality drops that these indicators do not capture.


Unsupervised domain adaptation has shown promising results in leveraging synthetic (source) images for semantic segmentation of real (target) images. One key issue is how to align data distributions between the source and target domains. Adversarial learning has been applied to align these distributions. However, most existing approaches focus on aligning the output distributions related to image (global) segmentation. Such global alignment may not result in effective alignment due to the inherent high dimensionality feature space involved in the alignment.