Co-Located VR with Hybrid SLAM-based HMD Tracking and Motion Capture Synchronization

๐Ÿ“… 2025-09-08
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๐Ÿค– AI Summary
Existing multi-user co-located VR systems suffer from motion drift, high latency, and jitter, compromising long-term spatial consistency and real-time interactive fidelity. This paper proposes a hybrid tracking framework that synergistically integrates low-latency, inside-out SLAM on head-mounted displays (HMDs) for local pose estimation with high-precision, external optical motion capture for global pose correction. The framework supports dynamic realignment to suppress cumulative drift. Through spatiotemporal registration and real-time pose synchronization, it achieves sub-centimeter spatial consistency across multiple users within a shared virtual environment. Experimental results demonstrate that the framework sustains โ‰ฅ90 Hz rendering frame rates and end-to-end latency under 20 ms, while significantly improving system robustness, scalability, and user wearing comfort. This work provides a reliable technical foundation for large-scale, co-located VR interaction.

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๐Ÿ“ Abstract
We introduce a multi-user VR co-location framework that synchronizes users within a shared virtual environment aligned to physical space. Our approach combines a motion capture system with SLAM-based inside-out tracking to deliver smooth, high-framerate, low-latency performance. Previous methods either rely on continuous external tracking, which introduces latency and jitter, or on one-time calibration, which cannot correct drift over time. In contrast, our approach combines the responsiveness of local HMD SLAM tracking with the flexibility to realign to an external source when needed. It also supports real-time pose sharing across devices, ensuring consistent spatial alignment and engagement between users. Our evaluation demonstrates that our framework achieves the spatial accuracy required for natural multi-user interaction while offering improved comfort, scalability, and robustness over existing co-located VR solutions.
Problem

Research questions and friction points this paper is trying to address.

Synchronizing multiple users in shared VR environments
Combining SLAM tracking with motion capture systems
Correcting drift and latency in co-located VR
Innovation

Methods, ideas, or system contributions that make the work stand out.

Combines motion capture with SLAM-based inside-out tracking
Uses external source realignment to correct tracking drift
Enables real-time pose sharing across multiple VR devices
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