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    17121 research outputs found

    Real-time Rendering of Animated Meshless Representation

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    Meshless representations, such as implicit representations (Signed Distance Fields, procedural density fields, etc.) and 3D textures, are important representations in Computer Graphics. Implicit representation allows the representation of geometry with an infinite resolution and a low memory cost. 3D textures are an explicit representation that can store shape information in a regular 3D grid of voxels, allowing for simple anti-aliasing, mipmapping, and dynamic editing. Recent works have improved both representations' rendering performances, making them viable for real-time rendering. However, their animation remains a tedious task, limiting their adoption. In this work, we propose a data structure and a rendering pipeline that allows for animating meshless geometric representations. To achieve that, we encase the meshless representations into a coarse tetrahedral mesh, rigged as we would have for a typical articulated character. At rendering time, we apply the deformation of the rest pose to the full volume using interval shading [Tri24]. Our method can be directly integrated into a classical rasterization-based rendering pipeline, allowing for the real-time animation of meshless representations using pre-existing animation software.High-Performance Graphics - Symposium PapersReal-Time Renderin

    Augmented Reality Workflows and Prototype Tools for Museums

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    This paper describes a case study undertaken in Indonesia with a local naval museum (Jakarta Maritime Museum) to explore how low-cost Augmented Reality (AR) tools can be employed by local museum professionals to create engaging serious games and related apps for the general public. Participants sketched prototypes and were shown how to develop initial sketches and convert into AR. We evaluated prototyping tools such as FigminXR and workshopped AR games that were developed by museum professionals and community members. As part of this project, we created a workflow and templates for museum staff to visualize their AR games and ideas for museum exhibitions and collections in digital format. We created reusable assets and templates. Our templates and assets were initially tested with Niantic Studio and transferred to Glitch with multi-image tracking and A-Frame using HTML and JavaScript. We also conducted training sessions in Blender and Niantic Studio with high school students (although there were limitations). As part of the eventual outputs, we created a workflow for schools and museums to develop low-cost AR solutions that did not require advanced programming or design skills.Digital HeritageImmersive and Interactive VR/AR Experiences in Cultural Heritag

    AR-Eye: A Custom, Low-Cost Eye Tracker for Mental Fatigue Detection with Pattern-Based Machine Learning on Augmented Reality Headsets

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    We present a low-cost, custom-built eye tracking system designed as a modular add-on for augmented reality (AR) headsets that either lack native eye tracking capabilities or provide insufficient ocular data for cognitive monitoring. Our system leverages infrared-enabled cameras and machine learning techniques to extract oculometric features-pupil diameter, blink dynamics, and saccadic velocity-in real time, enabling reliable detection of user mental fatigue. Unlike commercial high-cost solutions or restricted APIs of built-in AR trackers, the proposed device provides direct access to raw eye metrics under diverse conditions. We implement an unsupervised clustering approach combined with supervised classifiers to estimate fatigue levels on a persecond basis, integrating both self-reports and objective eye tracking data. Results are streamed into the AR environment, where individual and team-wide fatigue states are visualized through intuitive holographic overlays. This collaborative monitoring framework enables users to track both their own and others' cognitive states, supporting adaptive interventions in shared AR tasks. The system demonstrates the feasibility of affordable, portable, and extensible ocular-based fatigue detection for enhancing performance, safety, and well-being in group-oriented AR applications.ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual EnvironmentsInterface

    CharGen: Fast and Fluent Portrait Modification

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    Interactive editing of character images with diffusion models remains challenging due to the inherent trade-off between fine-grained control, generation speed, and visual fidelity. We introduce CharGen, a character-focused editor that combines attribute-specific Concept Sliders, trained to isolate and manipulate attributes such as facial feature size, expression, and decoration with the StreamDiffusion sampling pipeline for more interactive performance. To counteract the loss of detail that often accompanies accelerated sampling, we propose a lightweight Repair Step that reinstates fine textures without compromising structural consistency. Throughout extensive ablation studies and in comparison to open-source InstructPix2Pix and closedsource Google Gemini, and a comprehensive user study, CharGen achieves two-to-four-fold faster edit turnaround with precise editing control and identity-consistent results. Project page: https://chargen.jdihlmann.com/Vision, Modeling, and VisualizationImaging and Image Processin

    Rediscovering the Bauhaus: Experimental recreation of lost Bauhaus Artifacts by digital technologies

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    The wooden decorations in the vestibule of the ''Sommerfeld House'', especially in the wooden panel topping the interior entrance door, can only be described as a ''work of art''. Out of the remaining photos of the house, the one showing the vestibule door and the panel above it, is the dominant one. The effort done in producing this panel is obvious in the complexity and intricacy of its details, which makes this work worth studying, specifically for the admirers of the Bauhaus school. But since the original work was destroyed, digital analysis of its remaining pictures could help unlock some of its secrets, and could even help recreating it, both in virtual space and in real space.Digital HeritagePoster

    Double QuickCurve: revisiting 3-axis non-planar 3D printing

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    Additive manufacturing builds physical objects by accumulating layers of solidified material. This is typically done with planar layers. Fused filament printers however have the capability to extrude material along 3D curves, leading to the idea of depositing in a non-planar fashion. In this paper we introduce a novel algorithm for this purpose, targeting simplicity, robustness and efficiency. Our method interpolates curved slicing surfaces between two top and bottom slicing surfaces, optimized to align with the object curvatures. These slicing surfaces are intersected with the input model to extract non-planar layers and curved deposition trajectories. We further orient trajectories according to the object's curvatures, improving deposition.Eurographics 2025 - Short PapersShort Paper

    DepthLight: a Single Image Lighting Pipeline for Seamless Integration of Virtual Objects into Real Scenes

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    We present DepthLight, a method to estimate spatial lighting for photorealistic Visual Effects (VFX) using a single image as input. Previous techniques rely either on estimated or captured light representations that fail to account for localized lighting effects, or use simplified lights that do not fully capture the complexity of the illumination process. DepthLight addresses these limitations by using a single LDR image with a limited field of view (LFOV) as an input to compute an emissive texture mesh around the image (a mesh which generates spatial lighting in the scene), producing a simple and lightweight 3D representation for photorealistic object relighting. First, an LDR panorama is generated around the input image using a photorealistic diffusion-based inpainting technique, conditioned on the input image. An LDR to HDR network then reconstructs the full HDR panorama, while an off-the-shelf depth estimation technique generates a mesh representation to finally build a 3D emissive mesh. This emissive mesh approximates the bidirectional light interactions between the scene and the virtual objects that is used to relight virtual objects placed in the scene. We also exploit this mesh to cast shadows from the virtual objects on the emissive mesh, and add these shadows to the original LDR image. This flexible pipeline can be easily integrated into different VFX production workflows. In our experiments, DepthLight shows that virtual objects are seamlessly integrated into real scenes with a visually plausible estimation of the lighting.We compared our results to the ground truth lighting using Unreal Engine, as well as to state-of-the-art approaches that use pure HDRi lighting techniques (see Figure 1). Finally, we validated our approach conducting a user evaluation over 52 participants as well as a comparison to existing techniques.ACM/EG Expressive Symposium - WICED: Eurographics Workshop on Intelligent Cinematography and EditingImmersive Renderin

    Feature Disentanglement in GANs for Photorealistic Multi-view Hair Transfer

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    Fast and highly realistic multi-view hair transfer plays a crucial role in evaluating the effectiveness of virtual hair try-on systems. However, GAN-based generation and editing methods face persistent challenges in feature disentanglement. Achieving pixel-level, attribute-specific modifications-such as changing hairstyle or hair color without affecting other facial features- remains a long-standing problem. To address this limitation, we propose a novel multi-view hair transfer framework that leverages a hair-only intermediate facial representation and a 3D-guided masking mechanism. Our approach disentangles triplane facial features into spatial geometric components and global style descriptors, enabling independent and precise control over hairstyle and hair color. By introducing a dedicated intermediate representation focused solely on hair and incorporating a two-stage feature fusion strategy guided by the generated 3D mask, our framework achieves fine-grained local editing across multiple viewpoints while preserving facial integrity and improving background consistency. Extensive experiments demonstrate that our method produces visually compelling and natural results in side-to-front view hair transfer tasks, offering a robust and flexible solution for high-fidelity hair reconstruction and manipulation.Computer Graphics ForumDigital Human44

    Lightweight Morphology-Aware Encoding for Motion Learning

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    We present a lightweight method for encoding, learning, and predicting 3D rigged character motion sequences that consider both the character's pose and morphology. Specifically, we introduce an enhanced skeletal embedding that extends the standard skeletal representation by incorporating the radius of proxy cylinders, which conveys geometric information about the character's morphology at each joint. This additional geometric data is represented using compact tokens designed to work seamlessly with transformer architectures. This simple yet effective representation demonstrated through three distinct tokenization strategies, maintains the efficiency of skeletal-based representations while enhancing the accuracy of motion sequence predictions across diverse morphologies. Notably, our method achieves these results despite being trained on a limited dataset, showcasing its potential for applications with scarce animation data.Eurographics 2025 - Short PapersShort Paper

    A Grounded Theory Towards Intangible Architecture, A Systematic Review and Meta-analysis

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    Intangible Architecture, defined as architecture without physical materials, has recently emerged and is gaining widespread adoption among architectural designers. However, a systematic and comprehensive introduction to this concept is currently lacking. Given its increasing prevalence, a clear definition of its characteristics and dimensions is essential. This study addresses this need through a systematic review employing both quantitative and qualitative approaches. Covering literature up to December 2024, the review identified 56 unique elements pertaining to intangible architecture. These elements were then used to develop a grounded theory, formally titled "Intangible Architecture." The findings indicate that Intangible Architecture offers solutions to the limitations of Tangible Architecture and serves to complement it across various fields, including tourism, Building Information Modeling (BIM), architectural experimentation, the entertainment industry, and education.Digital HeritageFrom DH Theory and Principles to Innovative Practice: Participation, Training, and Acces

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