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Main Authors: Li, Ke, Masuda, Mana, Schmidt, Susanne, Mori, Shohei
Format: Preprint
Published: 2025
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Online Access:https://arxiv.org/abs/2508.04326
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author Li, Ke
Masuda, Mana
Schmidt, Susanne
Mori, Shohei
author_facet Li, Ke
Masuda, Mana
Schmidt, Susanne
Mori, Shohei
contents The development of radiance fields (RF), such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF), has revolutionized interactive photorealistic view synthesis and presents enormous opportunities for XR research and applications. However, despite the exponential growth of RF research, RF-related contributions to the XR community remain sparse. To better understand this research gap, we performed a systematic survey of current RF literature to analyze (i) how RF is envisioned for XR applications, (ii) how they have already been implemented, and (iii) the remaining research gaps. We collected 365 RF contributions related to XR from computer vision, computer graphics, robotics, multimedia, human-computer interaction, and XR communities, seeking to answer the above research questions. Among the 365 papers, we performed an analysis of 66 papers that already addressed a detailed aspect of RF research for XR. With this survey, we extended and positioned XR-specific RF research topics in the broader RF research field and provide a helpful resource for the XR community to navigate within the rapid development of RF research.
format Preprint
id arxiv_https___arxiv_org_abs_2508_04326
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Radiance Fields in XR: A Survey on How Radiance Fields are Envisioned and Addressed for XR Research
Li, Ke
Masuda, Mana
Schmidt, Susanne
Mori, Shohei
Graphics
The development of radiance fields (RF), such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF), has revolutionized interactive photorealistic view synthesis and presents enormous opportunities for XR research and applications. However, despite the exponential growth of RF research, RF-related contributions to the XR community remain sparse. To better understand this research gap, we performed a systematic survey of current RF literature to analyze (i) how RF is envisioned for XR applications, (ii) how they have already been implemented, and (iii) the remaining research gaps. We collected 365 RF contributions related to XR from computer vision, computer graphics, robotics, multimedia, human-computer interaction, and XR communities, seeking to answer the above research questions. Among the 365 papers, we performed an analysis of 66 papers that already addressed a detailed aspect of RF research for XR. With this survey, we extended and positioned XR-specific RF research topics in the broader RF research field and provide a helpful resource for the XR community to navigate within the rapid development of RF research.
title Radiance Fields in XR: A Survey on How Radiance Fields are Envisioned and Addressed for XR Research
topic Graphics
url https://arxiv.org/abs/2508.04326