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Collaborative Texture Filtering
Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of stochastic texture filtering (STF) techniques to avoid the high cost of multiple texel evaluations with such formats. Unfortunately, those methods can give undesirable visual appearance changes under magnification and may contain visible noise and flicker despite the use of spatiotemporal denoisers. Recent work substantially improves the quality of magnification filtering with STF by sharing decoded texel values between nearby pixels [WPAM25]. Using GPU wave communication intrinsics, this sharing can be performed inside actively executing shaders without memory traffic overhead. We take this idea further and present novel algorithms that use wave communication between lanes to avoid repeated texel decompression prior to filtering. By distributing unique work across lanes, we can achieve zeroerror filtering using ≤ 1 texel evaluations per pixel given a sufficiently large magnification factor. For the remaining cases, we propose novel filtering fallback methods that also achieve higher quality than prior approaches.High-Performance Graphics - Symposium PapersNeural Textures and Encoding
Merging Knowledge and Tools in Heritage Science and Digital Archaeology. Practices from H2IOSC WP2
As part of H2IOSC WP2, the Rome UO (CNR-ISPC) contributed to mapping and understanding the Cultural Heritage (CH) and Heritage Science (HS) communities through an integrated strategy. Activities included an exploratory questionnaire, targeted interviews on digital practices, and the development of open access platforms such as DHeLO, BiDiAr, and the Open Digital Archaeology Hub. These initiatives aimed to observe and monitor digital outputs, identify gaps, and foster the aggregation of research projects, datasets, tools, and bibliographic resources. The work reflects a broader effort to build sustainable, community-driven digital infrastructures aligned with the evolving needs of the CH and HS research ecosystems.Digital HeritageH2IOSC Project Developmen
From Reality to Recognition: Evaluating Visualization Analogies for Novice Chart Comprehension
Novice learners often have difficulty learning new visualization types because they tend to interpret novel visualizations through the mental models of simpler charts they have previously encountered. Traditional visualization teaching methods, which usually rely on directly translating conceptual aspects of data into concrete data visualizations, often fail to attend to the needs of novice learners navigating this tension. To address this, we conducted an empirical exploration of how analogies can be used to help novices with chart comprehension. We introduced visualization analogies: visualizations that map data structures to real-world contexts to facilitate an intuitive understanding of novel chart types. We evaluated this pedagogical technique using a within-subject study (N=128) where we taught 8 chart types using visualization analogies. Our findings show that visualization analogies improve visual analysis skills and help learners transfer their understanding to actual charts. They effectively introduce visual embellishments, cater to diverse learning preferences, and are preferred by novice learners over traditional chart visualizations. This study offers empirical insights and open-source tools to advance visualization education through analogical reasoning.EuroVis 2025 - Education PapersEducation Papers Session
Procedural Generation of 3D Maps with Wave Function Collapse: Optimization and Advanced Constraints
The Wave Function Collapse algorithm is a widely used Procedural Content Generation technique for creating structured scenarios using local neighborhood constraints. This work presents an extension of the algorithm to generate three-dimensional scenarios, incorporating non-local constraints and key optimizations. The proposed improvements include assigning weights to tiles, layer-based generation, specific appearance constraints for unique or ranged tiles, and an automated neighbor creation and assignment method using connectivity rules. These modifications facilitates the generation of coherent and structured 3D environments, providing greater control and adaptability to the process. Finally, some optimizations are proposed and the approach's effectiveness is evaluated analyzing the impact of constraints on the algorithm's coherence, diversity, and runtime.Spanish Computer Graphics Conference (CEIG)Full Paper
Interactive Discovery and Exploration of Visual Bias in Generative Text-to-Image Models
Bias in generative Text-to-Image (T2I) models is a known issue, yet systematically analyzing such models' outputs to uncover it remains challenging. We introduce the Visual Bias Explorer (ViBEx) to interactively explore the output space of T2I models to support the discovery of visual bias. ViBEx introduces a novel flexible prompting tree interface in combination with zeroshot bias probing using CLIP for quick and approximate bias exploration. It additionally supports in-depth confirmatory bias analysis through visual inspection of forward, intersectional, and inverse bias queries. ViBEx is model-agnostic and publicly available. In four case study interviews, experts in AI and ethics were able to discover visual biases that have so far not been described in literature.Computer Graphics ForumExplainable and Generative A
From Words to Wood: Text-to-Procedurally Generated Wood Materials
In the domain of wood modeling, we present a new complex appearance model, coupled with a user-friendly NLP-based frontend for intuitive interactivity. First, we present a procedurally generated wood model that is capable of accurately simulating intricate wood characteristics, including growth rings, vessels/pores, rays, knots, and figure. Furthermore, newly developed features were introduced, including brushiness distortion, influence points, and individual feature control. These novel enhancements facilitate a more precise matching between procedurally generated wood and ground truth images. Second, we present a text-based user interface that relies on a trained natural language processing model that is designed to map user plain English requests into the parameter space of our procedurally generated wood model. This significantly reduces the complexity of the authoring process, thereby enabling any user, regardless of their level of woodworking expertise or familiarity with procedurally generated materials, to utilize it to its fullest potential.Computer Graphics ForumShady Business: Materials, Textures, and Lighting44
Comparing MVS and Gaussian Splatting for the 3D Reconstruction of Reflective and Texture-less Cultural Heritage Artifacts
This study presents a comparative analysis of Multi-View Stereo (MVS) and 3D Gaussian Splatting (GS) for the three-dimensional reconstruction of cultural heritage artifacts characterized by reflective and texture-less surfaces, conditions that traditionally challenge image-based modeling techniques. Two case studies, a ceramic and a bronze head, were documented through controlled photographic acquisition and processed using both methods. Laser scanning served as a geometric benchmark for quantitative evaluation. Results demonstrate that GS provides more spatially homogeneous reconstructions and enhanced visual coherence, particularly in regions affected by specular highlights and low surface texture. Visual comparisons further highlight the potential of GS to deliver smooth, photorealistic renderings through its volumetric, view-dependent representation.Digital HeritageDigitization Tools and Application
Accelerating Signed Distance Functions
Processing and particularly visualizing implicit surfaces remains computationally intensive when dealing with complex objects built from construction trees. We introduce optimization nodes to reduce the computational cost of the field function evaluation for hierarchical construction trees, while preserving the Lipschitz or conservative properties of the function. Our goal is to propose acceleration nodes directly embedded in the construction tree, and avoid external, accompanying data-structures such as octrees. We present proxy and continuous level of detail nodes to reduce the overall evaluation cost, along with a normal warping technique that enhances surface details with negligible computational overhead. Our approach is compatible with existing algorithms that aim at reducing the number of function calls. We validate our methods by computing timings as well as the average cost for traversing the tree and evaluating the signed distance field at a given point in space. Our method speeds-up signed distance field evaluation by up to three orders or magnitude, and applies both to ray-surface intersection computation in Sphere Tracing applications, and to polygonization algorithms.Computer Graphics ForumLines, Surfaces & Fields44
Developing interactive web-based virtual environments using ATON and Godot
Creating Interactive Online Virtual Spaces with Open-Source Tools. Among the available options, the tutorial will focus on two solutions: ATON and Godot, evaluating them also in light of their strengths and weaknesses. Both frameworks support 3D environments ranging from the smallest scale to large ones, such as a city. ATON and Godot can also be used in interaction with each other.Digital HeritageTutorial
Interactive Bézier-Based 2D Extrusion Tool inside game engines: Streamlining Game Asset Creation
Manually modifying the shape of game elements in 3D modeling software and reimporting them into the game engine is a frequent and time-consuming task in video game development. We present a tool for Unity that enables the extrusion of 2D shapes along Bézier curves through an intuitive graphical interface. Our approach allows users to define a 2D shape, compute its vertex positions along a concatenated cubic Bézier curve, and generate a triangulated mesh while ensuring C² continuity between segments. By integrating this workflow directly into the game engine, our tool eliminates the need for constant switching between external modeling software, significantly reducing development time and streamlining level design iterations.Spanish Computer Graphics Conference (CEIG)Short Paper