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Estimating Cultural Heritage Processes Using Approximate Bayesian Computation
Understanding water absorption dynamics in porous materials is crucial for the preservation of cultural heritage artifacts, particularly in assessing the risk of deterioration due to moisture. In this work, we propose a Bayesian framework for parameter estimation of differential models describing imbibition curves---\ie, the amount of water absorbed over time by a material. Due to the complexity of the forward models and the intractability of the likelihood function, we employ the Approximate Bayesian Computation methodology to infer the model parameters based on experimental data. The proposed approach enables a probabilistic characterization of parameter uncertainty. We validate the method using synthetic and real experimental data collected from materials commonly found in historical buildings and artworks. Results show that the inference method accurately captures the underlying absorption dynamics and can serve as a reliable tool to support preventive conservation strategies.Digital HeritageH2IOSC Project Developmen
Fast Rendering of Large-Scale Dynamic Multi-Layered Height Maps
In this paper, we develop two methods for fast visualization of fully dynamic large-scale multi-layered height maps (MLHMs). MLHMs are a fairly uncommon data structure in computer graphics, which has been used as an efficient representation of 3D terrain, among other applications. Recently, a 3D hydraulic erosion simulation that utilizes this data structure effectively, allowing for real-time simulation of large scale terrain, was developed, but the fast simulation was paired with slow visualization. We extend this previous work with two efficient visualization methods. Rendering the MLHM as boxes is done using ray tracing, while a smooth surface is rendered by ray marching an implicit surface generated by smoothing the MLHM, following previous work. Both techniques are accelerated using a hierarchical data structure built directly from the MLHM, which enables quadtree-like traversal using 2D DDA, where each 2D cell contains 3D axis-aligned bounding boxes (AABBs). This data structure is adapted to accelerate ray marching by appropriately padding AABBs with the smoothing radius. We further propose a soft shadow method and geometric ambient occlusion that work in tandem with this data structure. Our visualization is fast enough to support fully dynamic terrain in real-time, where simulation, creation of our data structure and visualization are done every single frame in real-time for terrain resolutions up to 40962. For lower resolutions, it is possible to run expensive ray tracing and geometric ambient occlusion effects at full window resolution every frame with real-time or interactive frame rates.Vision, Modeling, and VisualizationReal-Time Renderin
Interactive Sketch-based Modeling of Braided Hair
Hair braids are widely used in various games and animated movies, thanks to their simplified representation and ease of animation. However, the existing research on modeling braids often relies on a limited dictionary of commonly seen hair braid patterns, constraining artists' ability to experiment by creating imaginary or creative hair braids. In this paper, we introduce a simple sketch-based interface for creating arbitrary hair braids. Our method employs a two-stage framework that first interprets a user-drawn sketch to extract the braid pattern. To accommodate arbitrarily drawn sketches, we then use a physics-inspired simulation to generate visually pleasing braids. In addition to automatically generating braids, our system allows users to interactively refine the braid pattern to create braids that match the user's imagination, facilitating experimentation and exploration of different braid structures.Eurographics 2025 - PostersPoster
Euclidean, Hyperbolic, and Spherical Networks: An Empirical Study of Matching Network Structure to Best Visualizations
We investigate the usability of Euclidean, spherical and hyperbolic geometries for network visualization. Several techniques have been proposed for both spherical and hyperbolic network visualization tools, based on the fact that some networks admit lower embedding error (distortion) in such non-Euclidean geometries. However, it is not yet known whether a lower embedding error translates to human subject benefits, e.g., better task accuracy or lower task completion time. We design, implement, conduct, and analyze a human subjects study to compare Euclidean, spherical and hyperbolic network visualizations using tasks that span the network task taxonomy. While in some cases accuracy and response times are negatively impacted when using non-Euclidean visualizations, the evaluation shows that differences in accuracy for hyperbolic and spherical visualizations are not statistically significant when compared to Euclidean visualizations. Additionally, differences in response times for spherical visualizations are not statistically significant compared to Euclidean visualizations.Computer Graphics ForumNetworks and Structure
Understanding User Experience in Serious Games: The Role of Narratives, Game Design and Player Background
This paper presents findings from three user studies conducted on digital heritage games designed to foster historical understanding and emotional engagement through immersive experiences. The evaluated games - We Grew Up in War, Those From Below, and Gulag Diaries - explore historical narratives related to conflict, migration, and forced labor. The studies involved small-scale participant groups from culturally relevant backgrounds, utilizing a mixed-methods approach comprising established game experience questionnaires, structured interviews, and facilitator observations. The results indicate that participants generally responded positively to the games, particularly appreciating their narrative depth, audiovisual design, and emotional impact. However, the studies also identified areas for improvement in terms of usability, navigation, and onboarding, especially given that the games tested were in their alpha stages. Notably, individual differences in prior gaming experience, familiarity with the technology used, and prior knowledge of the historical subject matter significantly influenced how participants engaged with and interpreted the content, while gender was also found to be a moderating factor of game experience. The findings presented in this paper offer useful insights and recommendations for digital heritage games, with an emphasis on improving user experience while maintaining historical authenticity, engaging narratives, and interactive storytelling.Digital HeritageGame Design Methods and Application
What can a historic black and white photograph tell us about the original colours of a painting? A case study on Edvard Munch's the Scream (1910?)
We present a computational method that uses historical black-and-white photographs combined with recent multi/hyperspectral imaging to detect colour changes in artworks caused by exposure to environmental conditions or other factors over time. The method is based on the comparative study of a historical black and white photograph with a corresponding image derived computationally from the spectral data cube of the most recent acquisition with a spectral camera, by simulating the capture mode based on the sensitivity curves of the film. The proposed method is completed with the necessary calibrations and refinements of the simulation. In this paper, we present the application of the method to the painting of Edvard Munch's The Scream 1910(?) in the MUNCH Museum in Oslo, of which a historic black and white photograph taken with orthochromatic film in 1938 is held in the same museum. The comparison revealed significant differences in lightness, indicative of colour changes, such as fading in the yellow areas and unexpected brightening in the blue areas, a phenomenon not previously reported. The results provide new insights into the material ageing of The Scream and offer a valuable opportunity to study a historical photographic document that captured the painting only a few decades after its creation, preserving evidence of its original appearance that is no longer accessible through direct visual observation. Furthermore, the methodological approach demonstrated here broadly applies to other cultural heritage objects for which historical photographic records and modern spectral imaging are available, providing a non-invasive, data-driven framework for tracking colour and material changes over time.Digital HeritagePERCEIVE: Exhibiting the ''Unexhibitable'
Reimagining the Past: Diverse Voices in Virtual Heritage Reconstructions
In recent years, digital technologies-particularly 3D visual reconstruction-have become essential tools for interpreting ancient buildings and artefacts that are lost, never built, or partially preserved. Widely adopted in research, education, cultural dissemination, and media, these technologies still lack standardized methodologies and terminology. Addressing this gap, the Erasmus Plus project CoVHer (Computer-based Visualization of Architectural Cultural Heritage, 2022-2025) brought together seven partners from five European countries to establish shared guidelines, a glossary, an open-access 3D repository, and a dedicated MOOC. This panel promotes interdisciplinary discussion on the conceptual, methodological, and epistemological challenges of virtual hypothetical reconstructions. Topics include classification of digital modelling methods, representation of uncertainty, scientific transparency vs. visual conventions, and the development of a shared vocabulary for heritage reconstruction practices. The aim is to advance informed, validated, and reusable digital models that support education, communication, and cultural heritage management.Digital HeritageWorkshop
Defining a New Digital Twin Ontology for Cultural Heritage Preservation - the Case of ARGUS
The sustainable preservation of cultural heritage (CH) assets increasingly demands predictive monitoring approaches that integrate multimodal data and decision support mechanisms. EU project ARGUS introduces a semantic ontology designed to unify sensor observations, diagnostic activities, risk predictions, and conservation decisions within a coherent, operational framework. Building upon standards such as CIDOC CRM, SOSA/SSN, PROV-O, GeoSPARQL, and OWL-Time, the ontology advances heritage computing toward dynamic condition monitoring and preventive conservation strategies.Digital HeritagePoster
A Serious Game Strategy from Coastal Leisure to Cultural Discovery of an Archaeological Museum. The "Ozan1982" Application.
This paper presents Ozan1982, a gamified experience aimed at engaging tourists with the New Archaeological Museum of Ugento and promoting the discovery of the surrounding territory. Developed through a collaboration between the Municipality of Ugento and the CNR-ISPC, the project leverages mobile technology, storytelling, and 3D-printed replicas of archaeological artifacts to foster cultural engagement. Tourists follow an interactive mystery narrative by scanning QR codes placed on colorful replicas along the sea-side, collecting clues that ultimately invite them to visit the museum. Pilot testing conducted at the TourismA event in Florence demonstrated positive results: the majority of users reported increased curiosity, a willingness to visit the museum, and a desire to recommend the experience.Digital HeritageGame Design Methods and Application