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17121 research outputs found
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SHREC'25 track: Retrieval and Segmentation of Multiple Relief Patterns
This SHREC 2025 track focuses on the recognition and segmentation of relief patterns embedded on the surface of a novel set of synthetically generated triangle meshes. Although the track garnered considerable interest, the problem remains open at the end of the track. In this report, we introduce a new 3D benchmark which was published to assess the performance of the most recent relief pattern recognition algorithms. We discuss the limitations of current techniques; the intrinsic challenges to face to address relief pattern analysis, and potential future research directions in this field.Eurographics Workshop on 3D Object RetrievalShort Paper
Project to Operationalize the Seville Principles
The Seville Principles (2017), ratified by ICOMOS as a code of best practices in Virtual Archaeology, remain a foundational document in the field of Virtual Archaeology (VA). However, like all such frameworks, their impact depends not only on their content but also on how they are operationalized. This article outlines a new initiative to translate the Seville Principles into concrete, sustainable practice. Drawing on successful models in digital humanities, archival science, and museum ethics, the authors propose a decentralized but credible infrastructure centered on an Oversight Committee and a dedicated website hosted by the Virtual World Heritage Laboratory at Indiana University. This platform will include a document library, a public blog for debate and updates, a voluntary project registration system, and a peer-reviewed compliance process administered via Studies in Digital Heritage. Projects that meet the standards of the Seville Principles will receive a Seal of Compliance, helping to distinguish methodologically rigorous, source-based reconstructions from artistic or speculative renderings. By embedding the code in a transparent, participatory, and evolving framework, this initiative aims to promote ethical rigor, community cohesion, and public trust in scientifically grounded VA work. Finally, we appeal to participants in DH25 to support and volunteer to help this project!Digital HeritageFrom DH Theory and Principles to Innovative Practice: Participation, Training, and Acces
Survey on Modeling of Human-made Articulated Objects
3D modeling of articulated objects is a research problem within computer vision, graphics, and robotics. Its objective is to understand the shape and motion of the articulated components, represent the geometry and mobility of object parts, and create realistic models that reflect articulated objects in the real world. This survey provides a comprehensive overview of the current state-of-the-art in 3D modeling of articulated objects, with a specific focus on the task of articulated part perception and articulated object creation (reconstruction and generation). We systematically review and discuss the relevant literature from two perspectives: geometry modeling (i.e., structure and shape of articulated parts) and articulation modeling (i.e., dynamics and motion of parts). Through this survey, we highlight the substantial progress made in these areas, outline the ongoing challenges, and identify gaps for future research. Our survey aims to serve as a foundational reference for researchers and practitioners in computer vision and graphics, offering insights into the complexities of articulated object modeling.Computer Graphics ForumState of the Art Reports442sta
UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing
Bounding volume hierarchies (BVHs) are currently the most common data structure used to accelerate ray tracing. The existing BVH methods distinguish between the bounding volume representation associated with the interior BVH nodes and the scene geometry representation associated with leaf nodes. We propose a new method that unifies the representation of bounding volumes and triangular scene geometry. Our unified representation builds on skewed oriented bounding boxes (SOBB) that yield tight bounds for interior nodes and precise representation for triangles in the leaf nodes. This innovation allows to streamline the conventional massively parallel BVH traversal, as there is no need to switch between testing for ray intersection in interior nodes and leaf nodes. The results show that the proposed method accelerates ray tracing of incoherent rays between 1.2x-11.8x over the AABB BVH, 1.4x-4.2x over the 14-DOP BVH, 1.1x-2.0x over the OBB BVH, and by 1.1x-1.7x over the SOBB BVH.Computer Graphics ForumBounding Volume Hierarchies44
Semantic navigation meshes for complex outdoor terrains
Traditional navigation meshes are typically based on splitting the terrain into connected convex regions representing walkable cells. This works well for almost flat terrains where obstacles are clearly defined by walls or holes. When applied to complex outdoor environments with many changes in terrain height and slope, traditional approaches fail to correctly identify the walkable areas. Current navigation meshes require the user to specify the character's maximum step size and slope, and then classify the environment as walkable or non-walkable, thus limiting the flexibility to adjust paths to the agents' characteristics. Even if some terrain properties are then computed to add semantics to the navigation mesh, many cells could cover a wide range of values, as this information was ignored during its generation. In this paper, we present a novel approach to generate semantic navigation meshes, where the generated cells have a coherent and low-variance range of values for the chosen semantics (e.g., slope). Cell generation is performed with a semantic partitioning based on a region-growing algorithm. Our navigation mesh allows us to preserve the full complexity of the terrain without forcing a binary decision between walkable and non-walkable and provides useful semantics for the pathfinding algorithm.Spanish Computer Graphics Conference (CEIG)Short Paper
ICAT-EGVE 2025 - Frontmatter - Posters and Demos
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demo
LearnClusterVis: A Framework for Clustering-driven Visual Analysis of Programming Learners' Learning Process
The rapid growth of online grading systems (commonly referred to as online judge systems in programming education) provides valuable opportunities to analyze programming learners' processes, but the complexity of such datasets poses significant challenges for instructors lacking specialized analytical techniques. Furthermore, it remains a significant challenge for instructors to effectively identify priority learner groups that require targeted attention and to make informed educational decisions within classroom contexts. To address these challenges, we introduce LearnClusterVis, a clustering-driven visual analysis framework designed to uncover behavioral patterns and developmental trajectories in programming learners' activities. LearnClusterVis is highly extensible and can be applied to various online grading systems. LearnClusterVis leverages learners' submission records to generate customizable visual analysis interfaces, enabling instructors to explore learning patterns, identify learner clusters, monitor progress, deliver personalized interventions, and evaluate the rationality of questions across knowledge domains. The case studies, which implemented the framework using data from two distinct online grading systems, demonstrate its effectiveness and scalability.EuroVis 2025 - Education PapersEducation Papers Session
RT-HDIST: Ray-Tracing Core-based Hausdorff Distance Computation
The Hausdorff distance is a fundamental metric with widespread applications across various fields. However, its computation remains computationally expensive, especially for large-scale datasets. This work targets exact point-to-point Hausdorff distance on point sets. In this work, we present RT-HDIST, the first Hausdorff distance algorithm accelerated by ray-tracing cores (RT-cores). By reformulating the Hausdorff distance problem as a series of nearest-neighbor searches and introducing a novel quantized voxel-index space, RT-HDIST achieves significant reductions in computational overhead while maintaining exact results. Extensive benchmarks demonstrate up to a two-order-of-magnitude speedup over prior state-of-the-art methods, underscoring RT-HDIST's potential for real-time and large-scale applications.Computer Graphics ForumLines, Surfaces & Fields44
Embedded and Situated Visualisation in Mixed Reality to Support Interval Running
We investigate the use of mixed reality visualisations to help pace tracking for interval running. We introduce three immersive visual designs to support pace tracking. Our designs leverage two properties afforded by mixed reality environments to display information: the space in front of the user and the physical environment to embed pace visualisation. In this paper, we report on the first design exploration and controlled study of mixed reality technology to support pacing tracking during interval running on an outdoor running track. Our results show that mixed reality and immersive visualisation designs for interval training offer a viable option to help runners (a) maintain regular pace, (b) maintain running flow, and (c) reduce mental task load.Computer Graphics ForumSports, Gaming, and Behavioral Pattern
ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prior
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance of our method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality.Computer Graphics ForumRigged for Success: Character Animation and Retargeting44