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Arrange and Traverse Algorithm for Computation of Reeb Spaces of Piecewise Linear Maps
We present the first combinatorial algorithm for efficiently computing the Reeb space in all dimensions. The Reeb space is a higher-dimensional generalization of the Reeb graph, which is standard practice in the analysis of scalar fields, along with other computational topology tools such as persistent homology and the Morse-Smale complex. One significant limitation of topological tools for scalar fields is that data often involves multiple variables, where joint analysis is more insightful. Generalizing topological data structures to multivariate data has proven challenging and the Reeb space is one of the few available options. However, none of the existing algorithms can efficiently compute the Reeb space in arbitrary dimensions and there are no available implementations which are robust with respect to numerical errors. We propose a new algorithm for computing the Reeb space of a generic piecewise linear map over a simplicial mesh of any dimension called arrange and traverse. We implement a robust specialization of our algorithm for tetrahedral meshes and evaluate it on real-life data.Computer Graphics ForumImplicit Representations44
Unsupervised Colorization and Diffusion-Based Virtual Try-On for Ottoman Heritage Preservation
Colorizing historical images and modernizing traditional attire are key to bridging past and present in digital heritage preservation. Accurate colorization improves the interpretation of old photos, while modernizing historical attire supports cultural adaptation and fashion preservation. This paper presents an unsupervised method for colorizing 19th century images using GANs, trained with a dataset from modern-historical films. By leveraging the GAN discriminator, realistic colorizations are generated without paired data, capturing the textures and authenticity of historical scenes. A diverse film-based dataset enables the model to generalize across eras. Additionally, historical clothing is segmented and transferred onto modern subjects using diffusion-based virtual try-on techniques. Together, these methods support cultural preservation by blending historical accuracy with modern representation.Digital HeritageDigitization Tools and Application
Heritage 5.0 - How emerging technologies can support SMEs innovation in Cultural Heritage
This paper examines the adoption of emerging technologies by SMEs in the Cultural and Creative Industries (CCI) and Tourism sectors through the lens of Industry 5.0. Based on survey data and interviews with three European SMEs, the study identifies key needs and barriers related to digital transformation. While enterprises show strong interest in technologies such as AI, XR, and smart platforms to enhance customer experience and operational efficiency, they face persistent challenges including limited funding, digital skill gaps, and strategic uncertainty. The results highlight the relevance of Industry 5.0 principles-human-centricity, resilience, and sustainability-as a guiding framework for the heritage sector's transition toward more inclusive and meaningful innovation.Digital HeritageDigital Heritage, Tourism, and Sustainabilit
Early Stage of Community-Driven UI/UX Refactoring of the Open-Source ATON Framework
The digitisation of cultural heritage has become a central practice in recent years, responding to the needs for the preservation, enhancement and study of cultural assets. The increasing production of digital resources has seen the development of online platforms for visualising and sharing 3D models and 360 panoramas, also facilitating access and management of this type of data. The democratisation of these tools, coupled with their increasing user-friendliness, has expanded and diversified the scientific communities involved, widening the catchment area from a single audience of experts to general users. This has led to the emergence of new needs on the part of the users involved, necessitating a re-evaluation of the logic underpinning the consumption of digital services. This paper analyses the case study of ATON: an open-source framework design for creating Web3D/WebXR apps interacting with CH objects and 3D scenes on the Web, which underwent a complete refactoring of the User eXperience (UX) and User Interface (UI) through the H2IOSC project. Starting with the analysis of the framework and its structure, we define which parts are involved in the complete refactoring. We discuss the milestones of the application's development from 2015 to the present, through the framework's increasing involvement in national and international project activities, highlighting the evolving user needs and implementations of new tools and functionalities through a bottom-up design approach. We first illustrate the community's role in the co-creation of ATON and its involvement in UX and UI refactoring activities. We present user research and design parts. Through the research plan, we describe the project from the objectives and research questions, debating the chosen methodologies, the target audience involved and the expected results. Finally, we present and discuss the choices related to the design process, covering the conceptualization of essential components, the development of the Design System (DS), and its implementation as a renewed built-in UI module. We also explore its integration into various ready-to-use blueprints and templates, analysing how it improves performance in the development phase. Additionally, we examine the trade-offs encountered in the components' abstraction level definition and the selection of suitable UI libraries by comparing existing solutions.Digital HeritageStandards and Community-Driven Tool
3D Autonomous Agents for Virtual Heritage
This paper presents a novel methodology for integrating agent-based modeling (ABM) into virtual heritage, with a focus on simulating human behavior within philologically grounded 3D reconstructions of ancient spaces. Whereas traditional digital heritage projects have prioritized visual accuracy in architectural reconstructions, our approach introduces an experimental dimension by treating these virtual environments as testbeds for behavioral hypotheses. Drawing on advances in complex systems research, we propose a simulation framework that leverages symbolic artificial intelligence to generate emergent crowd behaviors under diverse historical, architectural, and social conditions. We outline a general methodological workflow for implementing ABM in virtual heritage using Unity3D with any reconstructive 3D model, and we illustrate this approach with examples from a previously published case study. This work contributes to the growing field of simulation-based research, promoting the use of complexity theory methodologies as a valuable epistemological tool in cultural heritage scholarship.Digital HeritagePredictive Analysis, AI, Simulation, and Novel Computational Method
Multidisciplinary Development of an Educational 3D Simulation Game for Bee Biology using Advanced Graphics Techniques
Be a Bee is an 3D open-world simulation video game that applies advanced computer graphics techniques to achieve a highperformance, visually rich, and interactive environment. The project focuses on procedural terrain generation, optimized rendering, and efficient entity simulation within Unity's DOTS! (DOTS!) and ECS! (ECS!).Spanish Computer Graphics Conference (CEIG)Short Paper
Bidirectional Plateau-Border Scattering Distribution Function for Realistic and Efficient Foam Rendering
Liquid foams are a common phenomenon in our daily life. In computer graphics, rendering realistic foams remains challenging due to their complex geometry and light interactions within the foam. While the structure of the liquid foams has been well studied in the field of physics, it's rarely leveraged for rendering, even though it is essential for achieving realistic appearances. In physics, the intersection of two bubbles creates a liquid-carrying channel known as the Plateau border (PB). In this paper, we introduce the Plateau border into liquid foam rendering by explicitly modeling it at the geometric level. Although modeling of PBs enhances visual realism with path tracing, it suffers from extensive rendering costs due to multiple scattering effects within the medium contained in the PB. To tackle this, we propose a novel scattering function that models the aggregation of scattering within the medium surrounded by a Plateau border, termed the bidirectional Plateau-border scattering distribution function (BPSDF). Since no analytical formulation can be derived for the BPSDF, we propose a neural representation, together with importance sampling and probability distribution functions, to enable Monte Carlo-based rendering. By integrating our BPSDF into path tracing, our method achieves both realistic and efficient rendering of liquid foams, producing images with high fidelity.Eurographics Symposium on RenderingBSDF Models and Scatterin
A Comparative Study of Virtual and Mixed Reality Blended Environments for Interacting with the Physical World During Virtual Guided Visits
We propose in this paper a Mixed Reality (MR) blending technique based on Point-of-Interest (PoI) alignment, designed to map differently shaped virtual environments onto a physical space. The primary application is to support remote guided visits to cultural heritage sites. The technique is grounded around three core principles: maintaining spatial coherence, enabling natural user movement, and allowing interaction with real objects. We compared this technique with a Virtual Reality (VR) setup that includes similar spatial alignment but excludes visual access to the physical world. A user study involving 17 participants was conducted across two scenarios: a virtual museum and an archaeological site. A portal-based navigation technique allowed the participants to access to various PoIs and get information about different artefacts. The participants could take notes during the visits: hand drawing on a virtual tablet in the VR condition and writing with a pen on a notebook in the MR environment. Results indicate that the blending technique supports manual dexterity and physical interaction without diminishing the sense of presence. The integration of physical objects also provides ergonomic flexibility and interaction flexibility which are often limited in VR-experiences. These findings suggest that the PoI-based blending approach holds potentials for cultural heritage applications, particularly for museum pre-visits and remote exploration of inaccessible sites.Digital HeritagePhygital Worlds and XR in Cultural Heritag
Fast Multi-Body Coupling for Underwater Interactions
Simulating multi-rigid-body interactions in underwater environments is crucial for various downstream applications, such as robotic navigation, manipulation, and locomotion. However, existing approaches either rely on computationally expensive volumetric fluid-rigid simulations or focus solely on single-body dynamics. In this work, we introduce a fast framework for simulating multi-rigid-body coupling in underwater environments by extending the added mass paradigm to capture global interactions in incompressible, irrotational fluids. Our method solves a Boundary Integral Equation (BIE) for the potential flow field, from which we derive the governing equation of motion for multiple underwater rigid bodies using a variational principle. We evaluate our method across a range of underwater tasks, including object gripping and swimming. Compared to state-ofthe- art volumetric fluid solvers, our approach consistently reproduces similar behaviors while achieving up to 13× speedup. The example source code is available at https://github.com/guesss2022/fastMBCUI.Pacific Graphics Conference Papers, Posters, and DemosPhysical Simulatio
Palazzo della Loggia According to Luigi Vanvitelli: a Digital Reconstruction
This paper aims to describe the process of 3D Reconstruction of Luigi Vanvitelli's (Naples, 1700 - Caserta, 1773) second design for the Great Hall of the Palazzo della Loggia in Brescia, and the drawing analysis that it entailed. In 1575, the 16th-century Loggia was consumed by a fire that devastated first floor interior and roof, but left the lower floor and the exterior largely unscathed. The roof was hastily repaired, the still-serviceable areas sectioned off, and the building languished in this precarious state for nearly two centuries. Eventually, local authorities commissioned its restoration (1764). Due to the monument's significance, Vanvitelli needed to utilize the pre-existing structure, damaged though it may be. These constraints resulted in two designs, drafted between 1769 and 1771, which displayed the same radial distribution but differed in the shape of the plan (circular and octagonal, respectively). Construction of the 1771 design began after Vanvitelli's death, and only reached the entablature before halting indefinitely. This paper aims to describe the challenges and questions posed by the process of 3D reconstruction of Luigi Vanvitelli's second design for the Great Hall (Salone) of the Palazzo della Loggia in Brescia, particularly with regards to the articulation of the vault. The reconstructions are based on two series of drawings in the hand of Vanvitelli and Piermarini, presently hosted at the Archivio di Stato di Brescia, occasionally interpolated with the information that can be gleaned from Baldassarre Zambone's engravings (1778). Three potential geometric interpretations, which the present paper seeks to explore, were identified by analyzing the area of the vault, first through the lens of ''necessary'' (brought about by the transition from circle to octagon) versus unforced changes, and then in light of the discrepancies found both within and among the drawings.Digital HeritageAnalysing and Documenting the Creation Process, Evolution and Contex