Eurographics Digital Library

This is the DSpace 7 platform of the Eurographics Digital Library.
  • The contents of the Eurographics Digital Library Archive are freely accessible. Only access to the full-text documents of the journal Computer Graphics Forum (joint property of Wiley and Eurographics) is restricted to Eurographics members, people from institutions who have an Institutional Membership at Eurographics, or users of the TIB Hannover. On the item pages you will find so-called purchase links to the TIB Hannover.
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Recent Submissions

Item
Namako 2: Unity Plugin for Stress Visualization, Deformation Prediction and Haptic Rendering of Soft Objects
(The Eurographics Association, 2025) Sase, Kazuya; Chen, Xiaoshuai; Tsujita, Teppei; Konno, Atsushi; Garro, Valeria; Young, Gareth; Elwardy, Majed
Developing real-time deformable-body simulation with physical accuracy inside game engines remains challenging due to limited official support and integration complexity. To address this, we present Namako 2, an extended version of our previous Unity plugin that enables real-time finite element simulation with automatic mesh generation, 3D model embedding, robust contact handling, and built-in stress visualization. We demonstrate several example scenes of surgical simulation using Namako 2. The plugin is publicly available at https://github.com/sasekazu/Namako
Item
Realistic Impact Method with Force Feedback in VR Space Using a Lower Limb Exoskeleton Device
(The Eurographics Association, 2025) Kanta, Ogura; Shimizu, T.; Sugino, T.; Sawahashi, R.; Nishihama, R.; Nakamura, T.; Garro, Valeria; Young, Gareth; Elwardy, Majed
In recent years, the widespread adoption of Head-Mounted Displays (HMDs) has made Virtual Reality (VR) experiences more accessible, leading to the development of force-feedback devices to enhance immersion. Force-feedback devices enhance VR immersion but presenting large, realistic forces, such as for a soccer kick, is challenging due to safety constraints. Therefore, designing the presented reaction force is crucial to enhance realism and mitigate perceptual discrepancies. In this study, we used a lower limb-mounted force-feedback device to investigate how different torque waveforms presented during a ball kick affect user perception.
Item
Exploring Ownership of an Avatar's Cat Ears through Visual, Auditory, and Haptic Multimodal Feedback
(The Eurographics Association, 2025) Yamamura, Hiroo; Kondo, Ryota; Sakurada, Kuniharu; Normand, Jean-Marie; Sugimoto, Maki; Garro, Valeria; Young, Gareth; Elwardy, Majed
Extensions of body parts that humans are not innately endowed with, such as supernumerary limbs, have attracted attention. Since these body parts resemble existing ones, their movements and sensations can be inferred from the innately existing body parts. However, the sense of ownership for imaginary body parts, such as cat ears, which humans have never possessed, has not been sufficiently investigated. This paper proposes an experiment to examine the changing sense of ownership of cat ears, a body part that humans are not innately endowed with, through multimodal feedback that integrates visual, auditory, and haptic stimuli. Using an avatar with cat ears attached to the top of the head, we suggest presenting visual stimuli of the avatar's cat ears along with spatially congruent auditory and haptic feedback to enhance the sense of ownership over imaginary cat ears.
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Spatial Body Augmentation for Destructive Interaction in Giant Avatar Embodiment using a Wearable Force Feedback Device
(The Eurographics Association, 2025) Sawahashi, Ryunosuke; Nishihama, R.; Nakamura, T.; Garro, Valeria; Young, Gareth; Elwardy, Majed
This study examined the effects of force presentation on physicality in a VR environment using a giant avatar. Focusing on a sense of body ownership (SoB) and a sense of agency (SoA), we designed an interaction in which the user's upper limb movements are synchronized with the arm movements of a giant avatar to destroy a building using a wearable force-sensing device. The device combines a magneto-viscous fluid brake and a vibration motor, and is capable of presenting inertial forces and a sense of collision in response to joint acceleration. Experimental results showed that the device improved the sense of weight and the sense of destruction while maintaining the sense of body ownership and the sense of agency.
Item
On-Device 3D Point Cloud Segmentation for Mixed Reality Applications
(The Eurographics Association, 2025) Czajkowski, Andrzej; Kowal, Marek; Greszczyński, Rafael; Garro, Valeria; Young, Gareth; Elwardy, Majed
This paper deals with preliminary research on segmenting 3D space captured by the depth sensor integrated into the HTC Vive XR Elite headset. Obtained cloud of 3D points was employed as the basis for a segmentation algorithm that identifies individual objects by detecting planes and grouping them into bounding boxes. Since spatial data is not available in the socalled PCVR mode, all computations had to be performed directly on the head-mounted display (HMD) headset, which is heavily constrained in terms of performance. The proposed approach provides a practical foundation for replacing detected objects with virtual counterparts (overlaying), while meeting computational and energy efficiency requirements for prolonged headset operation.