{'fraction_non_alphanumeric': 0.019639934533551555, 'fraction_numerical': 0.0, 'mean_word_length': 5.470899470899471, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
The Fushimi Inari Experience: An Interactive Volumetric Film

As we move further into a spatial future, the demand for content creation tools is immense. Social media, gaming platforms and e-commerce have been converging into interactive spaces that involve spatial representations of the world the viewer is occupying, including digital humans. Creating digital representations of humans, or holograms, can be achieved through volumetric capture technologies. This method of bringing people to virtual three-dimensional environments has been rapidly increasing in popularity, but still lacks a key element: interactivity. In this paper we describe our work on producing interactive volumetric video that responds to viewers’ actions in real-time. We present the Fushimi Inari project: a commercial use case pushing the boundaries of what can be achieved with volumetric video and describe how our spatial content creation tools allow for interactive films to be created. Our contributions include blending volumetric clips, skeletonizing captures and applying multi-bone retargeting. We also provide means to integrate this in game engines for real-time photorealistic and interactive stories to be enjoyed by any viewer.