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Corpus-Based SKOS Development for Underrepresented and Endangered Ukrainian Epigraphic Heritage
This paper presents a corpus-based methodology for developing SKOS vocabularies tailored to Ukrainian epigraphy. Grounded in local academic traditions, the framework focuses on three domains: Inscriptions, Types of Inscriptions, and Execution Techniques. Terms were extracted using NLP tools and analyzed through a form/content/function and material/tool/method model. While the vocabulary is still in development, the classification framework is complete. It reflects regional epistemologies while ensuring interoperability with FAIR and EAGLE ontologies. This project contributes to digital heritage practices by promoting culturally sensitive, scalable classification of inscriptions from conflict-affected or historically marginalized contexts.Digital HeritageDigital Tools for Monitoring Heritage at Ris
Vector-Based Terrain Modelling
Vector-based graphics offer numerous advantages over grid-based models, including resolution independence and ease of manipulation. Despite these benefits, their use in landscape modelling remains uncommon because of a lack of direct editing and interactive feedback, essential for matching the artist's vision. We introduce a new vector-based model for creating digital terrains based on computationally efficient primitives. We propose a method to convert grid-based digital elevation maps to this representation with a user-defined level of accuracy. Once vectorized, the terrain can be authored using interactive high-level skeleton-based tools adapted to the primitive representation, allowing local deformations that automatically adapt to underlying geomorphological structures and landforms of the terrain.Computer Graphics ForumOriginal Article44
3D Digitalization of Wooden Churches - Techniques and Challenges During Preservation Efforts
In this paper, the authors are showing the organizational and technical challenged encountered while preserving wooden architecture in the Carpathian region. The authors are presenting two case studies of 3D scanning of wooden churches in Romania and Poland, which were performed using terrestrial laser scanning (TLS) and terrestrial short-range photogrammetry (TSRP). The paper describes the workflow of the operation, challenges during scanning due to both organization, technology limitations, access to the buildings and even weather, and solutions applied during the process of digitalization of these historical buildings.Digital HeritageDigitization Case Studie
Shaping a Web3D framework for different scientific communities: ATON as a service in H2IOSC
H2IOSC is a pioneering project to create a federated and inclusive cluster of research infrastructures targeting researchers from various disciplines, involved in the humanities and cultural heritage sectors with operating nodes across Italy. Within the project, several tools and services are being redesigned and/or refactored to improve accessibility for targeted communities. Among the solutions offered by E-RIHS infrastructure, the ATON framework - exposed as a service in the H2IOSC federation - was heavily refactored to accommodate the increasing demand of diverse scientific communities and their feedback for the last 10 years. With several H2IOSC pilots depending on ATON, as well as multiple national and international active projects, we discuss how the framework and its architecture evolved to quickly adapt and embrace a variety of scenarios, with a dynamic extensibility model. We report the beneficial impact H2IOSC trans-national and national (TNA/NA) calls had on driving such refactoring, based on concrete scenarios and international/national use cases. Alongside improved scalability, interoperability and mechanisms for integration with external platforms and other ecosystems, we describe plug\&play models for vertical and horizontal extensibility. We illustrate the improved plug\&play architecture for Web3D/WebXR applications, offering an accelerator to easily develop and deploy vertical applications, embracing the progressive web-application (PWA) model. We report and discuss results obtained in the last few years, including a few ongoing H2IOSC pilots and other projects adopting such models on their own instances of the framework. We also present and discuss the new ''flares'' architecture, providing a new way to extend horizontally the functionalities of the framework, able to dynamically equip web applications or extend ATON micro-service architecture. We describe a few notable cases and how flares hugely impact the overall extensibility of the framework (both client and server side). We finally present a discussion with lessons learned and how this new architecture accelerates infrastructural deployment while offering new ways to dynamically shape the operating perimeter of the service for different scientific communities.Digital HeritageH2IOSC Project Developmen
A multimodal approach to 3D modelling of Spanish cultural heritage buildings for visualization and management based on generative AI and geospatial data
This work presents a study on blending the latest artificial intelligence technologies with geospatial data for managing and visualizing Spain's cultural heritage. The goal is to achieve a new stable simulation using multimodal data that serves as a foundation for future advancements in AI-driven cultural heritage 3D modeling technology. Fundamentally, the work here exposed is a proof of concept to assess whether the exploration and visualization of the geospatial information related to Spain's cultural heritage can rely on AI concepts to improve its processing and understanding. This will lay ground for enhancing the visitor experience at heritage sites within their contextual environment. The application of the proposed methodology to a real-world case, such as the Monastery of El Escorial, has demonstrated the potential of generative AI in the management and dissemination of cultural heritage resources. This method is innovative because it proposes a new approach in which the combination of different AI-generated results serves as the starting point for creating 3D models of buildings, which can be manually refined aftwerwards, instead of the more costly manual acquisition and modelling from scratch. The approach integrates multimodal sources of graphical information, including videos, photographs, and text, to be blended with geospatial data. It is concluded that design methods integrating AI techniques and geospatial data add quality to working models, given that buildings are inherently tied to their spatial context. The addition of these properties allows for a more precise and detailed digital representation. Furthermore, these models can be visualized in web applications, thus shedding light on AI as a valuable tool to be added to the already existing modelling solutions in digital cultural heritage.Digital HeritageAI and Generative Techniques for Heritage Reconstructio
Stable Sample Caching for Interactive Stereoscopic Ray Tracing
We present an algorithm for interactive stereoscopic ray tracing that decouples visibility from shading and enables caching of radiance results for temporally stable and stereoscopically consistent rendering. With an outset in interactive stable ray tracing, we build a screen space cache that carries surface samples from frame to frame via forward reprojection. Using a visibility heuristic, we adaptively trace the samples and achieve high performance with little temporal artefacts. Our method also serves as a shading cache, which enables temporal reuse and filtering of shading results in virtual reality (VR). We demonstrate good antialiasing and temporal coherence when filtering geometric edges. We compare our sample-based radiance caching that operates in screen space with temporal antialiasing (TAA) and a hash-based shading cache that operates in a voxel representation of world space. In addition, we show how to extend the shading cache into a radiance cache. Finally, we use the per-sample radiance values to improve stereo vision by employing stereo blending with improved estimates of the blending parameter between the two views.Pacific Graphics Conference Papers, Posters, and DemosLighting & Renderin
SHLUT: Efficient Image Enhancement using Spatial-Aware High-Light Compensation Look-up Tables
Recently, the look-up table (LUT)-based method has achieved remarkable success in image enhancement tasks with its high efficiency and lightweight nature. However, when considering edge scenarios with limited computational resources, most existing methods fail to meet practical requirements due to their costly floating-point operations on convolution layers, which limit their general use. Moreover, most LUT-based methods may not perform well in handling high-light regions. To address these issues, we propose SHLUT, an efficient and practical image enhancement method by using spatial-aware high-light compensation look-up tables (LUTs), which comprise two parts. Firstly, we propose a spatial-aware weight predictor to reduce the computational burden. A lightweight network is trained to predict spatial-aware weight values, and then we transfer the values to the LUTs. Additionally, to correct overexposure in high-light regions, we propose a high-light compensation 3D LUT. Our proposed method allows us to directly retrieve the values from the LUTs to achieve efficient image enhancement at test time. Extensive experimental results demonstrate that SHLUT exhibits competitive performance compared to other LUT-based methods both quantitatively and qualitatively in a more efficient manner. For instance, SHLUT significantly reduces computational resources (at least 18 times in GFLOPs compared to other LUT-based methods), while excelling in high-light region handling.Computer Graphics ForumFix it in Post: Image and Video Synthesis and Analysis44
LTC-IR: Multiview Edge-Aware Inverse Rendering with Linearly Transformed Cosines
Decomposing environmental lighting and materials is challenging as they are tightly intertwined and integrated over the hemisphere. In order to precisely decouple them, the lighting representation must represent general image features such as object boundaries or texture contrast, called light edges, which are often neglected in the existing inverse rendering methods. In this paper, we propose an inverse rendering method that efficiently captures light edges. We introduce a triangle mesh-based light representation that can express light edges by aligning triangle edges with light edges. We exploit the linearly transformed cosines as BRDF approximations to efficiently compute environmental lighting with our light representation. Our edge-aware inverse rendering precisely decouples distributions of reflectance and lighting through differentiable rendering by jointly reconstructing light edges and estimating the BRDF parameters. Our experiments, including various material/scene settings and ablation studies, demonstrate the reconstruction performance and computational efficiency of our method.Computer Graphics ForumLighting & Rendering44
Gaussians on their Way: Wasserstein-Constrained 4D Gaussian Splatting with State-Space Modeling
Dynamic scene rendering has taken a leap forward with the rise of 4D Gaussian Splatting, but there is still one elusive challenge: how to make 3D Gaussians move through time as naturally as they would in the real world, all while keeping the motion smooth and consistent. In this paper, we present an approach that blends state-space modeling with Wasserstein geometry, enabling a more fluid and coherent representation of dynamic scenes. We introduce a State Consistency Filter that merges prior predictions with the current observations, enabling Gaussians to maintain coherent trajectories over time. We also employ Wasserstein Consistency Constraint to ensure smooth, consistent updates of Gaussian parameters, reducing motion artifacts. Lastly, we leverage Wasserstein geometry to capture both translational motion and shape deformations, creating a more geometrically consistent model for dynamic scenes. Our approach models the evolution of Gaussians along geodesics on the manifold of Gaussian distributions, achieving smoother, more realistic motion and stronger temporal coherence. Experimental results show consistent improvements in rendering quality and efficiency.Computer Graphics ForumGaussian Splatting44
Tracing Brilliance: Analysing Student Performance in Ray Tracing and Problem-Solving Capabilities and Approaches
Learning computer graphics is considered challenging due to the diverse skills required, including programming, mathematics, physics, problem solving skills, and spatial reasoning skills. Ray tracing is an important rendering technique in computer graphics but many students find the topic difficult. In this paper, we investigate problems students encounter when solving ray tracing questions by analyzing student answers to assessment questions for a third-year introductory Computer Graphics module. Our findings suggest that the difficulty of ray tracing questions is related to the challenge of integrating conceptual knowledge, programming skills, and mathematical concepts into problem-solving strategies. Our results provide insights how this effects students' problem solving capability, i.e., many students seem unable to make appropriate mental models of problem statements and hence give answers which violate fundamental properties of the problem statement. We also observed that many students solved problems through trial and error instead of identifying the cause of an error. We suggest that students might benefit from visualisation tools which help students making appropriate mental models.Eurographics 2025 - Education PapersEducation