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A Scalable System for Visual Analysis of Ocean Data
Oceanographers rely on visual analysis to interpret model simulations, identify events and phenomena, and track dynamic ocean processes. The ever increasing resolution and complexity of ocean data due to its dynamic nature and multivariate relationships demands a scalable and adaptable visualization tool for interactive exploration. We introduce pyParaOcean, a scalable and interactive visualization system designed specifically for ocean data analysis. pyParaOcean offers specialized modules for common oceanographic analysis tasks, including eddy identification and salinity movement tracking. These modules seamlessly integrate with ParaView as filters, ensuring a user‐friendly and easy‐to‐use system while leveraging the parallelization capabilities of ParaView and a plethora of inbuilt general‐purpose visualization functionalities. The creation of an auxiliary dataset stored as a Cinema database helps address I/O and network bandwidth bottlenecks while supporting the generation of quick overview visualizations. We present a case study on the Bay of Bengal to demonstrate the utility of the system and scaling studies to evaluate the efficiency of the system.Computer Graphics ForumOriginal Article44
GeoCode: Interpretable Shape Programs
The task of crafting procedural programs capable of generating structurally valid 3D shapes easily and intuitively remains an elusive goal in computer vision and graphics. Within the graphics community, generating procedural 3D models has shifted to using node graph systems. They allow the artist to create complex shapes and animations through visual programming. Being a high‐level design tool, they made procedural 3D modelling more accessible. However, crafting those node graphs demands expertise and training. We present GeoCode, a novel framework designed to extend an existing node graph system and significantly lower the bar for the creation of new procedural 3D shape programs. Our approach meticulously balances expressiveness and generalization for part‐based shapes. We propose a curated set of new geometric building blocks that are expressive and reusable across domains. We showcase three innovative and expressive programs developed through our technique and geometric building blocks. Our programs enforce intricate rules, empowering users to execute intuitive high‐level parameter edits that seamlessly propagate throughout the entire shape at a lower level while maintaining its validity. To evaluate the user‐friendliness of our geometric building blocks among non‐experts, we conduct a user study that demonstrates their ease of use and highlights their applicability across diverse domains. Empirical evidence shows the superior accuracy of GeoCode in inferring and recovering 3D shapes compared to an existing competitor. Furthermore, our method demonstrates superior expressiveness compared to alternatives that utilize coarse primitives. Notably, we illustrate the ability to execute controllable local and global shape manipulations. Our code, programs, datasets and Blender add‐on are available at .Computer Graphics ForumOriginal Article44
Integrating Artificial Intelligence in the Design of Interactive Experiences. An Overview for Digital Cultural Heritage Practitioners
This paper explores the integration of Artificial Intelligence (AI) in the design of interactive experiences for Cultural Heritage (CH). Previous studies indeed either miss to represent the specificity of the CH or mention possible tools without making a clear reference to a structured Interaction Design (IxD) workflow. The study also attempts to overcome one of the major limitations of traditional literature review, which may fail to capture proprietary tools whose release is rarely accompanied by academic publications. Besides the analysis of previous research, the study proposes a possible workflow for IxD in CH, subdivided into phases and tasks: for each of them, this paper proposes possible AI-based tools that can support the activity of designers, curators, and CH professionals. The review concludes with a final section outlining future paths for research and development in this domain.Digital HeritageAI and Generative Techniques for Heritage Reconstructio
Enhancing Material Boundary Visualizations in 2D Unsteady Flow through Local Reference Frame Transformations
We present a novel technique for the extraction, visualization, and analysis of material boundaries and Lagrangian coherent structures (LCS) in 2D unsteady flow fields relative to local reference frame transformations. In addition to the input flow field, we leverage existing methods for computing reference frames adapted to local fluid features, in particular those that minimize the observed time derivative. Although, by definition, transforming objective tensor fields between reference frames does not change the tensor field, we show that transforming objective tensors, such as the finite-time Lyapunov exponent (FTLE) or Lagrangian-averaged vorticity deviation (LAVD), or the second-order rate-of-strain tensor, into local reference frames that are naturally adapted to coherent fluid structures has several advantages: (1) The transformed fields enable analyzing LCS in space-time visualizations that are adapted to each structure; (2) They facilitate extracting geometric features, such as iso-surfaces and ridge lines, in a straightforward manner with high accuracy. The resulting visualizations are characterized by lower geometric complexity and enhanced topological fidelity. To demonstrate the effectiveness of our technique, we measure geometric complexity and compare it with iso-surfaces extracted in the conventional reference frame. We show that the decreased geometric complexity of the iso-surfaces in the local reference frame, not only leads to improved geometric and topological results, but also to a decrease in computation time.Computer Graphics ForumFlow Vi
High-Performance Graphics 2025 - Symposium Papers: Frontmatter
High-Performance Graphics - Symposium Paper
Technology, Communication, and Sustainable Tourism: Exploring New Approaches for Heritage and Research
This paper investigates how digital technologies can foster more sustainable cultural tourism by addressing key challenges such as overtourism, limited accessibility, and disengagement with lesser-known heritage. As tourism places increasing pressure on cultural and natural resources, digital innovation offers new strategies for enhancing access, redistributing visitor flows, and enriching interpretive experiences through immersive storytelling and participatory design. Three case studies have here been identified to illustrate distinct technological solutions, virtual reality, hybrid web-based collaboration, and mobile gamification, each contributing to sustainable tourism in unique ways. A Night in the Forum is a VR narrative game set in the reconstructed Forum of Augustus in Rome. Developed for PlayStation VR, the experience immerses users in ancient Roma through interactive storytelling. It enhances cultural literacy and reduces physical impact on archaeological sites, especially by engaging younger, digitally native audiences. Brancacci POV is a hybrid web3D application focused on Florence's Brancacci Chapel. It allows remote and onsite participants to explore a detailed 3D model collaboratively, guided by experts. Users take on investigative roles, analyzing frescoes with virtual tools. This model promotes decentralization, expands accessibility, and supports education while protecting a fragile heritage site. Ozan 1982 is a mobile game designed to redirect tourism from Salento's crowded coast to the inland town of Ugento. Through a fictional mystery grounded in local history, it encourages exploration of cultural sites while incorporating environmental messages via recycled art installations. It fosters awareness, supports local economies, and extends seasonal tourism. Together, these projects show how digital tools can support sustainable tourism by transforming heritage encounters into immer- sive, inclusive, and educational experiences. They highlight the importance of design strategies that are not only technologically innovative but also culturally and socially responsive.Digital HeritageDigital Heritage, Tourism, and Sustainabilit
Cultural VR for the elderly: setting up the experience
The paper presents the Firefly project (Fostering vIrtual heRitage Experience For eLderlY) aiming at creating virtual cultural experiences for people over 65 years of age. As the world population grows older, elderly people form a large segment of the population and they are also an important target group for cultural experiences. Cultural heritage can help keep people over 65 physically and cognitively active improving their wellbeing. In addition, people over 65 can provide their valuable knowledge to enrich cultural heritage and pass their knowledge to younger generations. Despite the benefits from involving older adults in cultural heritage experiences, many cultural heritage sites remain out of reach for people of this age group. There are many reasons for this exclusion, like mobility and accessibility issues, financial issues, etc. and important heritage sites, like Delos, cannot be visited by elderly people. Firefly is preparing 3D models of Delos important sites, like the ancient theatre and the House of Dionysos. Firefly is also using a film narrating historical events, capable of involving participants emotionally. Data already collected from older people from two preliminary studies show elders' positive attitudes towards the use of Virtual Reality (VR), but they also revealed their concerns regarding the usability of VR headsets. In addition, the participants also expressed their concerns regarding the ethical use of cutting-edge technologies like VR. Building on the preliminary studies findings, during the next experimentation phase, Firefly will use an interactive CAVE environment to allow elders to access the cultural content, avoiding the use of headsets, while virtually exploring the routes of Pausanias in Peloponnese.Digital HeritageImmersive and Interactive VR/AR Experiences in Cultural Heritag
A Controllable Appearance Representation for Flexible Transfer and Editing
We present a method that computes an interpretable representation of material appearance within a highly compact, disentangled latent space. This representation is learned in a self-supervised fashion using a VAE-based model. We train our model with a carefully designed unlabeled dataset, avoiding possible biases induced by human-generated labels. Our model demonstrates strong disentanglement and interpretability by effectively encoding material appearance and illumination, despite the absence of explicit supervision. To showcase the capabilities of such a representation, we leverage it for two proof-of-concept applications: image-based appearance transfer and editing. Our representation is used to condition a diffusion pipeline that transfers the appearance of one or more images onto a target geometry, and allows the user to further edit the resulting appearance. This approach offers fine-grained control over the generated results: thanks to the well-structured compact latent space, users can intuitively manipulate attributes such as hue or glossiness in image space to achieve the desired final appearance.Eurographics Symposium on RenderingAppearance Modellin
CGVQM+D: Computer Graphics Video Quality Metric and Dataset
While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel-view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full-reference quality metrics perform sub-optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre-trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full-reference video quality metric that significantly outperforms existing metrics while generating both per-pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM.Computer Graphics ForumPerception in Motion44
Mapping Mental Models of Uncertainty to Parallel Coordinates by Probabilistic Brushing
Through training and gathered experience, domain experts attain a mental model of the uncertainties inherent in the visual analytics processes for their respective domain. For an accurate data analysis and trustworthiness of the analysis results, it is essential to include this knowledge and consider this model of uncertainty during the analytical process. For multi-dimensional data analysis, Parallel Coordinates are a widely used approach due to their linear scalability with the number of dimensions and bijective (i.e., loss-less) data transformation. However, selections in Parallel Coordinates are typically achieved by a binary brushing operation on the axes, which does not allow the users to map their mental model of uncertainties to their selection. We, therefore, propose Probabilistic Parallel Coordinates as a natural extension of the classical Parallel Coordinates approach that integrates probabilistic brushing on the axes. It supports the interactive modeling of a probability distribution for each parallel coordinate. The selections on multiple axes are combined accordingly. An efficient rendering on a compute shader facilitates interactive frame rates. We evaluated our open-source tool with practitioners and compared it to classical Parallel Coordinates on multiple regression and uncertain selection tasks in user studies.Computer Graphics ForumUncertainty, Sensitivity, Scalabilit