Adaptive Volumetric Streaming for Spatial Videography

Adaptive Volumetric Streaming for Spatial Videography team pic

Adaptive Volumetric Streaming for Spatial Videography

 

Team Advisor/PI 

Robert LiKamWa, Ph.D.

 

Project Description/ Research Team Goals

This project explores how real-time volumetric capture and immersive display systems can enable remote athletic training with a shared sense of physical presence.


The system functions as a “4D Zoom” for human performance, connecting multiple physical spaces so that athletes and coaches can see, respond to, and interact with full-body motion as if they were co-located.


This project investigates how real-time volumetric capture and immersive display systems can enable embodied, whole-body feedback for athletic training across both co-located and distributed physical spaces. The system provides navigable, three-dimensional representations of human motion that preserve spatial context, timing, and scale. The platform functions as a “4D Zoom” for human performance, allowing athletes and coaches to observe, compare, and interact with full-body motion.


The proposed platform integrates a real-time volumetric capture pipeline that reconstructs 3D human motion from multiple sensors with immersive display modalities—including projection-based “magic mirrors,” screens, and VR/AR headsets/glasses—that act as portals into another space. Students on the VIP team will work in interdisciplinary subgroups spanning volumetric capture and sensing (e.g., multi-camera calibration, depth fusion, capture architecture, hardware), emerging real-time rendering techniques and visualization tools (e.g., NeRFs, Splats, skeletal overlays, motion comparison), and systems and networking (e.g., latency analysis, low-latency streaming, synchronization). Students will have opportunities to contribute to peer-reviewed publications and to design and conduct human-centered user studies evaluating immersive training systems.

Issues Addressed 

  • Insufficient spatial representation of human motion, as existing 2D and 360° video methods fail to support interactive, volumetric analysis.
  • End-to-end latency challenges in real-time volumetric capture and streaming systems.
  • Limitations of current 3D/4D capture architectures in terms of deployability, flexibility, and real-time operation.

Research Methods and Technology

  • Volumetric Capture
  • Real-Time Rendering
  • Distributed Systems
  • Immersive Displays
  • Networking
  • Visualization
  • Human-Centered Evaluation

Preferred Undergraduate Interests

  • Graphics and Rendering Pipelines
  • 3D Capture and Processing
  • Networking
  • Multiuser Systems
  • Volumetric Media Capture, Lighting, and Visual Storytelling (Photography / Film)
  • Perception, Embodiment, and Presence (Psychology)
  • Biomechanical Analysis and Movement Evaluation (Kinesiology)

Academic Majors of Interest

Open to all majors

Prior Preparation/Requisite Experience

None required 

Compensation 

Work study-eligible students may receive compensation from OURI.

Course Credit

ELEC 491

ELEC 591

Team Meeting

Weekly meetings, time TBD

Actively Onboarding New Members

Yes

Ready to Apply?

Use the linked Google Form to submit your application!

Contact

For more information, please contact Dr. Robert LiKamWa (likamwa@rice.edu).