EG 2026 - Tutorials

Permanent URI for this collection

EUROGRAPHICS 2026 Tutorials
Tutorials
Simulation Methods for Multiphysics Phenomena in Visual Computing
Löschner Fabian, Jeske Stefan Rhys, Fernández-Fernández José Antonio, and Bender Jan
A Hands-On Introduction to Discrete Differential Operators on Polygon Meshes
Wagner Sven Dominik, Bunge Astrid, and Botsch Mario
Deep Learning on Meshes and Point Clouds
Wiersma Ruben
Optimal Transport for Fluid Simulation New and Old
Plateau-Holleville Cyprien and Levy Bruno
Fast Explicit 3D Reconstructions and How To Use Them
Kerbl Bernhard, Franke Linus, Hahlbohm Florian, Steinberger Markus, and Tagliasacchi Andrea
Effective User Studies in Computer Graphics: From Pixels to Perception
Martin Daniel, Weier Martin, Didyk Piotr, Flores-Vargas Mauricio, Kruijff Ernst, McDonnell Rachel, and Malpica Sandra
Convex Optimization in Computer Graphics
Mattos Da Silva Leticia
Introduction to Optimization Time Integration for Solids and Fluids
Zhang Jiayi Eris and Li Minchen

BibTeX (EG 2026 - Tutorials)
@inproceedings{
10.2312:egt.20261000,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Deep Learning on Meshes and Point Clouds}},
author = {
Wiersma, Ruben
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261000}
}
@inproceedings{
10.2312:egt.20261001,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Optimal Transport for Fluid Simulation New and Old}},
author = {
Plateau-Holleville, Cyprien
and
Levy, Bruno
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261001}
}
@inproceedings{
10.2312:egt.20261002,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Simulation Methods for Multiphysics Phenomena in Visual Computing}},
author = {
Löschner, Fabian
and
Jeske, Stefan Rhys
and
Fernández-Fernández, José Antonio
and
Bender, Jan
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261002}
}
@inproceedings{
10.2312:egt.20261003,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Fast Explicit 3D Reconstructions and How To Use Them}},
author = {
Kerbl, Bernhard
and
Franke, Linus
and
Hahlbohm, Florian
and
Steinberger, Markus
and
Tagliasacchi, Andrea
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261003}
}
@inproceedings{
10.2312:egt.20261004,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
A Hands-On Introduction to Discrete Differential Operators on Polygon Meshes}},
author = {
Wagner, Sven Dominik
and
Bunge, Astrid
and
Botsch, Mario
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261004}
}
@inproceedings{
10.2312:egt.20261005,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Convex Optimization in Computer Graphics}},
author = {
Mattos Da Silva, Leticia
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261005}
}
@inproceedings{
10.2312:egt.20261006,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Effective User Studies in Computer Graphics: From Pixels to Perception}},
author = {
Martin, Daniel
and
Weier, Martin
and
Didyk, Piotr
and
Flores-Vargas, Mauricio
and
Kruijff, Ernst
and
McDonnell, Rachel
and
Malpica, Sandra
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261006}
}
@inproceedings{
10.2312:egt.20262000,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {
Chaine, Raphaëlle
and
Vaxman, Amir
}, title = {{
EUROGRAPHICS 2026: Tutorials Frontmatter}},
author = {
Chaine, Raphaëlle
and
Vaxman, Amir
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-298-1},
DOI = {
10.2312/egt.20262000}
}
@inproceedings{
10.2312:egt.20261007,
booktitle = {
Eurographics 2026 - Tutorials},
editor = {}, title = {{
Introduction to Optimization Time Integration for Solids and Fluids}},
author = {
Zhang, Jiayi (Eris)
and
Li, Minchen
}, year = {
2026},
publisher = {
The Eurographics Association
},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {
10.2312/egt.20261007}
}

Browse

Recent Submissions

Now showing 1 - 9 of 9
  • Item
    Deep Learning on Meshes and Point Clouds
    (The Eurographics Association, 2026) Wiersma, Ruben
    Data-driven algorithms have proven valuable for many tasks, with high-profile success in image understanding and synthesis and language modelling. In this course, we look at how such algorithms can be used for data on curved surfaces. Our aim is to give researchers the required background to use such algorithms in an informed way in their own research. In the first part, we consider the types of data and tasks that are relevant for mesh- and point-cloud surfaces, the requirements on our algorithms (e.g., scaling and generalization over the representation), and review the state-of-the-art for how these requirements can be met. In the second part, we will give a hands-on tutorial on setting up a neural network for learning a simple task on 3D meshes.
  • Item
    Optimal Transport for Fluid Simulation New and Old
    (The Eurographics Association, 2026) Plateau-Holleville, Cyprien; Levy, Bruno
    Recently introduced, numerical methods for fluid simulation relying on Optimal Transport offer new guarantees as compared to classical algorithms. The fluid is modeled with a Lagrangian point of view, directly tracking the motion of the matter. In contrast with previous methods, they are able to enforce volume preservation at each step of the simulation through the resolution of an Optimal Transport problem. Interestingly, this formulation enables the use of an unfamiliar geometric representation, characterized by a generalized Voronoi diagram, offering new possibilities. This tutorial will start with the theoretical foundations of these numerical methods and present the main computational strategies and applications.
  • Item
    Simulation Methods for Multiphysics Phenomena in Visual Computing
    (The Eurographics Association, 2026) Löschner, Fabian; Jeske, Stefan Rhys; Fernández-Fernández, José Antonio; Bender, Jan
    Physics simulation is a cornerstone of many computer graphics applications, ranging from video games and virtual reality to visual effects and computational design. The number of techniques for physically-based modeling and animation has thus skyrocketed over the past few decades, facilitating the simulation of a wide variety of materials and physical phenomena. These course notes provide an in-depth introduction to multiphysics simulation methods for computer graphics, covering the mathematical foundations, key algorithms, and practical considerations behind the most widely used approaches.
  • Item
    Fast Explicit 3D Reconstructions and How To Use Them
    (The Eurographics Association, 2026) Kerbl, Bernhard; Franke, Linus; Hahlbohm, Florian; Steinberger, Markus; Tagliasacchi, Andrea
    Creating high-fidelity digital twins from photographs has become increasingly practical thanks to recent advances in explicit 3D scene representations. Among these, 3D Gaussian Splatting (3DGS) stands out for its combination of high visual quality and extremely fast rendering. However, deploying such models in real applications reveals several challenges. A growing body of research addresses these limitations from multiple angles. Extensions to 3DGS improve portability, scalability, and stability; specialized techniques target flicker, popping, and aliasing; neural point-based methods introduce principled encodings that avoid several drawbacks of Gaussian primitives; and alternative explicit representations—–including triangles, stochastic splats, and novel volumetric structures—offer different trade-offs for varied use cases. This full-day tutorial provides a clear, consolidated overview of these fast explicit 3D representations. Attendees will learn how the major families of methods work, what constraints they address, and how to choose the right representation for specific interactive reconstruction or exploration tasks. Through conceptual explanations and end-to-end workflows, participants will gain practical guidance for using these techniques in their own research or pipelines, along with an understanding of their current limitations and open challenges.
  • Item
    A Hands-On Introduction to Discrete Differential Operators on Polygon Meshes
    (The Eurographics Association, 2026) Wagner, Sven Dominik; Bunge, Astrid; Botsch, Mario
    Many applications in geometry processing involve the solution of partial differential equations on discrete surface meshes, with the Laplacian undoubtedly being the most ubiquitous operator in this context. Having discrete operators for gradient, divergence, and Laplacian at hand allows to solve many interesting geometry processing problems. Unfortunately, many approaches or implementations require the mesh to be a well-behaved triangle mesh with good-quality elements, and severely degrade or completely fail if these conditions are not met. In this tutorial, we will present how to discretize (and implement) gradient, divergence, and Laplacian operators in a simple, flexible, and robust manner. The presented discrete differential operators can be applied to triangle meshes, quad meshes, or general polygon meshes, they work robustly even for low-quality or degenerate elements, and as such, they allow to generalize many geometry processing algorithms to a much wider range of mesh inputs. We also provide interactive HTML-based course notes at https://graphics.rocks/eg26DDG.
  • Item
    Convex Optimization in Computer Graphics
    (The Eurographics Association, 2026) Mattos Da Silva, Leticia
    A number of tasks in computer graphics can be conceived as critical point conditions for an optimization problem. These optimization problems, however, often involve nonlinear or nonconvex formulations that cannot be solved easily with standard tools. In this course, we will go over how convex relaxation techniques can make solving these optimization problems more efficient. In particular, we will explore how convex optimization is used to solve for shape matching, contour models, geodesic distances, PDEs, and optimal transport tasks in computer graphics. We will also cover modern convex optimization software tools. The goal of the course is to equip students with a beginner’s toolkit to apply convex optimization strategies to problems that they might encounter in their own research. All course materials will be available at https://convex-optimization-graphics.github.io/.
  • Item
    Effective User Studies in Computer Graphics: From Pixels to Perception
    (The Eurographics Association, 2026) Martin, Daniel; Weier, Martin; Didyk, Piotr; Flores-Vargas, Mauricio; Kruijff, Ernst; McDonnell, Rachel; Malpica, Sandra
    User studies are essential in computer graphics and extended reality (XR), providing measurable insights into how humans perceive, interpret, and respond to visual and auditory information. When designed and executed effectively, user experiments enable researchers to validate new algorithms and interaction techniques, guide system optimization, and ensure that results align with real perceptual needs. Their role spans the entire research pipeline, from early ideation and prototyping to ecological evaluation and deployment. As graphical systems increasingly rely on perceptual constraints and multimodal cues, understanding the limits and mecha-nisms of human perception becomes crucial. This is especially true in immersive environments, where visual quality, motion, spatial hearing, and the representation of virtual humans must all be considered to preserve comfort, realism, and performance. Systematic evaluation helps determine not only what users see, hear, or feel, but what becomes imperceptible, unnoticeable, or even attention-guiding. In this tutorial, we will first introduce key principles of experimental design for user studies in computer graphics, covering methodological choices, participant management, ethics, statistical considerations, and guidelines for reporting. We will then explore how perception research directly informs cutting-edge graphics techniques across a range of sensory dimensions and XR scenarios. Talks will delve into exploiting peripheral vision for foveated rendering and attention redirection, perceptual constraints for efficient image synthesis, the role of spatial audio for immersion and interaction, the impact of virtual human appearance and embodiment, and the unique challenges of studying perception in real-world augmented reality settings. Together, these perspectives provide attendees with a practical and perceptually grounded foundation to design, analyze, and ap-ply user studies that advance both the science and technology of visual computing. (see https://www.acm.org/publications/class-2012)
  • Item
    EUROGRAPHICS 2026: Tutorials Frontmatter
    (The Eurographics Association, 2026) Chaine, Raphaëlle; Vaxman, Amir; Chaine, Raphaëlle; Vaxman, Amir
  • Item
    Introduction to Optimization Time Integration for Solids and Fluids
    (The Eurographics Association, 2026) Zhang, Jiayi (Eris); Li, Minchen
    Second-order optimization methods, such as Newton’s Method, are critical not only in geometry processing for applications like shape deformation and mesh parameterization but also in the robust and accurate simulation of solid and fluid dynamics. In the first part of this course, we will provide a high-level overview of optimization time integration methods, starting from a geometric perspective focused on distortion minimization. Participants will learn how to extend distortion minimization methods to an elastodynamic simulation framework and will explore methods for simulating a variety of materials and phenomena, including cloth, hair, stiff objects, contacts, and fluids. The session also links to a comprehensive online book and a set of illustrative Python examples for the elastodynamic contact part to enhance understanding. In the second part of the course, we will show how various recent advancements in elastodynamic simulation are rooted in such a shared framework. This framework readily supports extensions like subspace methods for fast simulations, enhancements to rig-based animations with physical secondary motion, and the integration of multilevel methods for rapid previews and enhanced user interactivity, among many other applications. By the end of this course, attendees will gain a deeper insight into the close connection between geometry processing and physics-based simulation.