Eurographics Digital Library
Not a member yet
17121 research outputs found
Sort by
3D Digital Silk Road - the Project and Its Results Overview
The aim of the "3D Digital Silk Road" project was to carry out research and popularization work in the field of 3D digitization of cultural heritage in Uzbekistan. The project involved five universities: Lublin University of Technology (LUT) from Poland and four Partners from Uzbekistan: National University of Uzbekistan in Tashkent, Samarkand State University, Urgench State University and Chirchik State Pedagogical Institute. The project is a great example of interdisciplinary cooperation between computer scientists from LUT and Uzbek historians and museum experts. The work related to 3D scanning objects was carried out in museums. During the project a methodology for scanning large architectural objects with heavy tourist traffic was developed, implemented and improved. The main result of the project is the website (https:silkroad3d.com) and a perpetual archive of 3D scans. During the project many additional tasks were carried out.Digital HeritageInfrastructures, Platforms and Digital Ecosystem
Research on precise restoration of Thangka and Tibetan murals integrating contour drawing techniques
Chinese murals and Thangka paintings are crucial elements of traditional culture and have occupied a central position in religious practices. However, these artworks are increasingly threatened by natural deterioration and human interventions. Although current restoration methods have adopted data-driven regeneration paradigms, these models are trained to reconstruct appearances based on learned statistical patterns, yet often overlook the symbolic and semantic layers intrinsic to the artworks. In response, we propose a line-drawing guided restoration framework. Functioning as an aid rather than a substitute for human expertise, our model generates structure-preserving suggestions that assist human restorers in accurately reconstructing damaged artworks. The model employs encoders capable of capturing features from both original Thangka images and their corresponding line drawings, mapping them into a discrete latent space for further processing. Subsequently, a decoder synthesizes restored images from these fused representations, achieving faithful inpainting. Evaluation on datasets of Thangka paintings demonstrates that, compared to state-of-the-art methods, our approach achieves maximum reductions of 58.5% in MAE and 63.8% in LPIPS, coupled with SSIM improvement reaching 44.0%. These findings substantiate the efficacy of our method in preserving intricate details and improving visual coherence, supporting more faithful cultural preservation.Digital HeritageInstrumental and Computational Approaches for CH Conservation and Restauratio
Sensing the Invisible: Breathing Life into the Universe
In an era where machines seemingly ''think'' like us, what truly sets us apart? Sensing the Invisible - Breathing Life into the Universe is an interactive installation that explores the dialogue between human sensory experiences-exemplified by the subtle act of breathing-and the responses of machine sensors. By employing a microphone, humidity sensor, and air pressure sensor, this artwork translates the invisible act of breathing into dynamic visual expressions that evoke celestial concepts, reminiscent of how Earth's most powerful sensors-telescopes-capture the cosmos. It seeks to understand how machine sensors communicate and interact with us across different frequencies and scales, extending beyond the limits of our own sensory systems. This paper describes the conceptual framework, design, technical implementation, and audience interactions that underscore a new language of human-machine communication.ACM/EG Expressive Symposium - WICED: Eurographics Workshop on Intelligent Cinematography and Editing - Artworks, Posters, DemosArtwork
Instructional Comics for Self-Paced Learning of Data Visualization Tools and Concepts
In this paper, we introduce instructional comics to explain concepts and routines in data visualization tools. As tools for visual data exploration proliferate, there is a growing need for tailored training and onboarding demonstrating interfaces, concepts, and interactions. Building on recent research in visualization education, we detail our iterative process of designing instructional comics for four different types of instructional content. Through a mixed-method eye-tracking study involving 20 participants, we analyze how people engage with these comics when using a new visualization tool, and validate our design choices. We interpret observed behaviors as unique affordances of instructional comics, supporting their use during tasks and complementing traditional instructional methods like video tutorials and workshops, and formulate six guidelines to inform the design of future instructional comics for visualization.Computer Graphics ForumInclusive Visualizatio
Digital tools and conservation processes: Tomaso Buzzi's staircase at Palazzo D'Azeglio in Turin
The proposed research refers to the documentation of the grand staircase of Palazzo D'Azeglio in Turin, designed between 1953 and 1957 by the Lombard-born architect Tomaso Buzzi. The awareness of the identity value expressed by Buzzi's work makes its preservation urgent, the first step of which is the knowledge stage for a long-term conservation. The integration of historical sources and direct investigation allows for a more complete description of Buzzi's intervention, highlighting his design choices and relationship with the existing building, so as to guide future restoration work toward more conscious choices. The complexity of the object related to the geometry, the light conditions and materials and surfaces of the decorative apparatus, required an integrated methodology based on 3D metric survey with the use of advanced laser digital technologies. The topographic survey organizes the refence systems and measures a set of point coordinates to co-register and validate the accuracy of the 3D model. The 3D scanning of the space benefits from the combined use of static and mobile scanner, that has been used in the connection between the narrow spaces of the underground environments and the main volume. Through the presented workflow, as a preliminary part of the research and consultancy project, it was thus possible to analyse and describe the geometric, architectural and decorative complexity of the staircase, also in connection with historical phases of the building and archival documents and drawings related to the Buzzi's project, and providing the essential basis for subsequent studies and conservation and enhancement actions.Digital HeritageDigitization, Documentation, and Dissemination Workflow
SPaGS: Fast and Accurate 3D Gaussian Splatting for Spherical Panoramas
In this paper we propose SPaGS, a high-quality, real-time free-viewpoint rendering approach from 360-degree panoramic images. While existing methods building on Neural Radiance Fields or 3D Gaussian Splatting have difficulties to achieve real-time frame rates and high-quality results at the same time, SPaGS combines the advantages of an explicit 3D Gaussian-based scene representation and ray casting-based rendering to attain fast and accurate results. Central to our new approach is the exact calculation of axis-aligned bounding boxes for spherical images that significantly accelerates omnidirectional ray casting of 3D Gaussians. We also present a new dataset consisting of ten real-world scenes recorded with a drone that incorporates both calibrated 360-degree panoramic images as well as perspective images captured simultaneously, i.e., with the same flight trajectory. Our evaluation on this new dataset as well as established benchmarks demonstrates that SPaGS excels over state-of-the-art methods in terms of both rendering quality and speed.Computer Graphics ForumGaussians44
Material Studies For Digital Heritage: Comparative Analysis of Geometric and Photometric 3D Representations
3D digitisation offers unique opportunities for research, preservation, distribution, presentation, and contextualisation of artefacts in museum and heritage contexts. However, despite advances in the field, no single contemporary capture method or representation can perfectly capture all artefacts for all purposes. For example, heterogenous materials, transparent surfaces, intricate structures, motion, and interactivity all remain significant challenges for contemporary 3D digitisation techniques. From the perspective of digital heritage, we present here an analysis of two prominent techniques: ''structure from motion'' surface-based ''geometric'' representations and surface-free ''photometric'' Gaussian Splat representations. We discuss the advantages and disadvantages of both with respect to digitisation workflows, usability, integrability, and practicality in museum contexts, with a particular focus on performative artefacts, and propose a goal-oriented guide for digital heritage professionals embarking on digitisation projects.Digital HeritageDigitization and Technolog
Random Access Segmentation Volume Compression for Interactive Volume Rendering
Segmentation volumes are voxel data sets often used in machine learning, connectomics, and natural sciences. Their large sizes make compression indispensable for storage and processing, including GPU video memory constrained real-time visualization. Fast Compressed Segmentation Volumes (CSGV) [PD24] provide strong brick-wise compression and random access at the brick level. Voxels within a brick, however, have to be decoded serially and thus rendering requires caching of visible full bricks, consuming extra memory. Without caching, accessing voxels can have a worst-case decoding overhead of up to a full brick (typically over 32.000 voxels). We present CSGV-R which provide true multi-resolution random access on a per-voxel level. We leverage Huffman-shaped Wavelet Trees for random accesses to variable bit-length encoding and their rank operation to query label palette offsets in bricks. Our real-time segmentation volume visualization removes decoding artifacts from CSGV and renders CSGV-R volumes without caching bricks at faster render times. CSGV-R has slightly lower compression rates than CSGV, but outperforms Neuroglancer, the state-of-the-art compression technique with true random access, with 2× to 4× smaller data sets at rates between 0.648% and 4.411% of the original volume sizes.Computer Graphics ForumVolume and Colo
Comparative Study of Four Visualization Techniques and Positional Variations for Displaying Exercise Data on Smartwatches
As smartwatches become increasingly prevalent, their built-in sensors provide a rich source for gathering various personal data, including physical activity and health metrics. We found that different brands and models use various visualization techniques. However, the effectiveness of these visualizations within the limited display space of smartwatches remains unclear. Therefore, this paper compares four popular visualizations—bar charts, radial bar charts, donut charts and multi-donut charts—used for displaying activity data on smartwatches. The evaluation focuses on their performance in three common user tasks: counting completed goals, estimating completion percentage and estimating exercise duration. Additionally, the study investigates the impact of the positioning of the target data item within these visualizations on user performance. Our results indicate that bar charts are superior in terms of task completion time across all tasks. Radial bar charts and multi-donut charts are most effective in helping users perceive the completion ratio (percentage) of each activity and understand the time taken for each activity metric (in minutes). Interestingly, we found that the positioning of data items within the visualizations significantly influences user performance in many cases. Furthermore, it was noted that the visualizations users favoured the most were generally those that enabled them to achieve the highest accuracy in task completion. These insights provide valuable guidelines for future designs in visualizing exercise data on smartwatches. Supplementary material is available at https://osf.io/5u2ph/.Computer Graphics ForumOriginal Article44
Spatiando con gli Occhi: Delivering an Interactive 3D Reconstruction of 17th-Century Rome
The publisher of Giovanni Battista Falda's great map of Rome ca. 1676 invites the viewer to stroll the streets with their eyes: ''spatiando con gli occhi per tutte le vie, piazze, giardini, et contrade della Città''. Falda crafted a printed version of the city that could be taken abroad allowing 17th-century viewers a virtual visit to Rome. They could ''walk'' every street, seeing the grandeur of the modern building programs of Urban VIII, Innocent X, and Alexander VII and the impact they were having on the urban environment of Rome. The Envisioning Baroque Rome project takes this virtual Rome into the modern era, allowing the viewer to virtually visit 17th-century Rome using XR technology. By combining extensive research, artistic rendering, and XR world building, we are recreating Falda's 1676 Rome one building and block at a time in 3D, using Autodesk Maya, 3DS Max, and Unity to create an interactive large-scale build. Our efforts to research every detail that Falda renders in his prints have resulted in precious insights into the priorities of the artist and his patrons, the construction programs in Rome, and relationships among artists and publishers.Digital HeritageDigitization and 3D Visualization for Heritage Accessibilit