Computer Graphics & Visual Computing (CGVC) 2025

Permanent URI for this collection

Liverpool John Moores University, UK | 11th to 12th September 2025
Computer Vision for Graphics
OCCAM: Occlusion-aware Completeness via Coverage Analysis with Monte Carlo Sampling
Lizeth Joseline Fuentes Perez, Luciano Arnaldo Romero Calla, Renato Pajarola, and Javier Turek
Non-Invasive Detection and Characterization of Powdery Mildew in Strawberries Using Hyperspectral Imaging and Deep Learning under Poly-tunnel Conditions
Jobin Francis, Maximilian Pircher, Philipp Wree, and Ali Al Masri
Differential Dynamic Gaussian Splatting: Full Scene Scalable Volumetric Video Reconstruction
Felix Hirt and Tianxiang Lu
Short Papers Session: VR and MR
Mixed Reality as a Tool for the Design and Implementation of Virtual Exhibits
Luke Barsby and Christopher Headleand
Designing UI for a VR Environment: Diegetic and Non-diegetic Approaches
Jake Sharples, Benjamin Williams, and Shaun Reeves
StaffsVerse: Exploring Unreal Editor for Fortnite in Virtual Campus Design
Callum Lee Roberts, Victoria Searcey, Davin Ward, and Christopher Headleand
Geometry, Rendering, Animation
Efficient GPU-Based Real-Time Rendering of Curved Geometry for Large-Scale Applications
Sharjeel R. Qaiser
A Lightweight 3D Gaussian Splatting Based Virtual Object Insertion Strategy for Casually Captured Scenes
Tristan Wirth, Vicky Hagemeister, Volker Knauthe, Arjan Kuijper, and Dieter W. Fellner
Geometry Compression Using Normal Uncertainty
Zuzana Káčereková, Filip Hácha, and Libor Váša
Short Papers Session: Games and Graphics
Investigation into Virtual Reality Movement Methods
Jake Sharples, Benjamin Williams, and Shaun Reeves
The Persistence of Agency within the Virtual World
Jamie Tranter, Kieran Hicks, and Christopher Headleand
Visualising Game Audio: Increasing Audience Engagement Through the Ambient Display of Video Game Soundscapes
Chris Payne, Mathew Dalgleish, Sharon Coleclough, Kieran Hicks, Billy Gray, and Christopher Headleand
Q-ART Owen Scrambling
Abdalla G. M. Ahmed
Visualisation
What Makes a Design Study Sustainable in Complex Domains? A Characterisation Framework for Regulated, Stakeholder-Rich Contexts
Svitlana Surodina and Rita Borgo
A Natural Language Interface for the Visualization and Analysis of 3D Point Cloud Saliency Maps
Jorge F. Ciprián-Sánchez, Adrian Jobst, Rico Richter, and Jürgen Döllner
Interactive Visual Analytics for Local Decarbonisation Planning: Empowering Policy-Aligned Scenario Exploration
Dany Laksono, Radu Jianu, and Aidan Slingsby
Short Papers Session: Visualisation
Investigating the Ways in Which Mobile Phone Images with Open-Source Data Can Be Used to Create an Augmented Virtual Environment (AVE)
Russell Beale and Daniel Rutter
Enhancing Environmental Data Communication Through VR
Marlene Huber, Johannes Eschner, Katharina Krösl, and Milena Vuckovic
Mind-Mapping Data Analysis with LLMs: From Vision to First Steps
Radu Jianu, Maeve Hutchinson, Natalia Andrienko, Gennady Andrienko, Mai Elshehaly, and Aidan Slingsby
GPU-accelerated Cartoon Representation for Interactive Flexible Docking
Katerina R. Holdsworth, Georgios Iakovou, Steven Hayward, and Stephen D. Laycock
Games
Social Dimensions in Content Creation for Games: A Systematic Review of Fairness, Social Bias, and Diversity in Computational Character and Environment Generation
Robin Horst and Ralf Dörner
Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems
Louis Cox, Benjamin Williams, James Vickers, Davin Ward, and Christopher Headleand
1UP Placements Scheme: Simmersive Education for Games Development Professional Skills
Christopher Headleand, David James, Davin Ward, Kieran Hicks, Carolina Salinas, and Raheel Nawaz

BibTeX (Computer Graphics & Visual Computing (CGVC) 2025)
@inproceedings{
10.2312:cgvc.20252020,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Slingsby, Aidan
and
Sheng, Yun
}, title = {{
Computer Graphics and Visual Computing (CGVC): Frontmatter}},
author = {
Slingsby, Aidan
and
Sheng, Yun
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20252020}
}
@inproceedings{
10.2312:cgvc.20251203,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
OCCAM: Occlusion-aware Completeness via Coverage Analysis with Monte Carlo Sampling}},
author = {
Perez, Lizeth Joseline Fuentes
and
Calla, Luciano Arnaldo Romero
and
Pajarola, Renato
and
Turek, Javier
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251203}
}
@inproceedings{
10.2312:cgvc.20251204,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Non-Invasive Detection and Characterization of Powdery Mildew in Strawberries Using Hyperspectral Imaging and Deep Learning under Poly-tunnel Conditions}},
author = {
Francis, Jobin
and
Pircher, Maximilian
and
Wree, Philipp
and
Masri, Ali Al
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251204}
}
@inproceedings{
10.2312:cgvc.20251205,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Differential Dynamic Gaussian Splatting: Full Scene Scalable Volumetric Video Reconstruction}},
author = {
Hirt, Felix
and
Lu, Tianxiang
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251205}
}
@inproceedings{
10.2312:cgvc.20251206,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Mixed Reality as a Tool for the Design and Implementation of Virtual Exhibits}},
author = {
Barsby, Luke
and
Headleand, Christopher
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251206}
}
@inproceedings{
10.2312:cgvc.20251207,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Designing UI for a VR Environment: Diegetic and Non-diegetic Approaches}},
author = {
Sharples, Jake
and
Williams, Benjamin
and
Reeves, Shaun
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251207}
}
@inproceedings{
10.2312:cgvc.20251208,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
StaffsVerse: Exploring Unreal Editor for Fortnite in Virtual Campus Design}},
author = {
Roberts, Callum Lee
and
Searcey, Victoria
and
Ward, Davin
and
Headleand, Christopher
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251208}
}
@inproceedings{
10.2312:cgvc.20251209,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Efficient GPU-Based Real-Time Rendering of Curved Geometry for Large-Scale Applications}},
author = {
Qaiser, Sharjeel R.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251209}
}
@inproceedings{
10.2312:cgvc.20251210,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
A Lightweight 3D Gaussian Splatting Based Virtual Object Insertion Strategy for Casually Captured Scenes}},
author = {
Wirth, Tristan
and
Hagemeister, Vicky
and
Knauthe, Volker
and
Kuijper, Arjan
and
Fellner, Dieter W.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251210}
}
@inproceedings{
10.2312:cgvc.20251211,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Geometry Compression Using Normal Uncertainty}},
author = {
Káčereková, Zuzana
and
Hácha, Filip
and
Váša, Libor
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251211}
}
@inproceedings{
10.2312:cgvc.20251212,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Investigation into Virtual Reality Movement Methods}},
author = {
Sharples, Jake
and
Williams, Benjamin
and
Reeves, Shaun
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251212}
}
@inproceedings{
10.2312:cgvc.20251213,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
The Persistence of Agency within the Virtual World}},
author = {
Tranter, Jamie
and
Hicks, Kieran
and
Headleand, Christopher
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251213}
}
@inproceedings{
10.2312:cgvc.20251214,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Visualising Game Audio: Increasing Audience Engagement Through the Ambient Display of Video Game Soundscapes}},
author = {
Payne, Chris
and
Dalgleish, Mathew
and
Coleclough, Sharon
and
Hicks, Kieran
and
Gray, Billy
and
Headleand, Christopher
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251214}
}
@inproceedings{
10.2312:cgvc.20251215,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Q-ART Owen Scrambling}},
author = {
Ahmed, Abdalla G. M.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251215}
}
@inproceedings{
10.2312:cgvc.20251216,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
What Makes a Design Study Sustainable in Complex Domains? A Characterisation Framework for Regulated, Stakeholder-Rich Contexts}},
author = {
Surodina, Svitlana
and
Borgo, Rita
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251216}
}
@inproceedings{
10.2312:cgvc.20251217,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
A Natural Language Interface for the Visualization and Analysis of 3D Point Cloud Saliency Maps}},
author = {
Ciprián-Sánchez, Jorge F.
and
Jobst, Adrian
and
Richter, Rico
and
Döllner, Jürgen
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251217}
}
@inproceedings{
10.2312:cgvc.20251218,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Interactive Visual Analytics for Local Decarbonisation Planning: Empowering Policy-Aligned Scenario Exploration}},
author = {
Laksono, Dany
and
Jianu, Radu
and
Slingsby, Aidan
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251218}
}
@inproceedings{
10.2312:cgvc.20251219,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Investigating the Ways in Which Mobile Phone Images with Open-Source Data Can Be Used to Create an Augmented Virtual Environment (AVE)}},
author = {
Beale, Russell
and
Rutter, Daniel
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251219}
}
@inproceedings{
10.2312:cgvc.20251220,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Enhancing Environmental Data Communication Through VR}},
author = {
Huber, Marlene
and
Eschner, Johannes
and
Krösl, Katharina
and
Vuckovic, Milena
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251220}
}
@inproceedings{
10.2312:cgvc.20251221,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Mind-Mapping Data Analysis with LLMs: From Vision to First Steps}},
author = {
Jianu, Radu
and
Hutchinson, Maeve
and
Andrienko, Natalia
and
Andrienko, Gennady
and
Elshehaly, Mai
and
Slingsby, Aidan
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251221}
}
@inproceedings{
10.2312:cgvc.20251222,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
GPU-accelerated Cartoon Representation for Interactive Flexible Docking}},
author = {
Holdsworth, Katerina R.
and
Iakovou, Georgios
and
Hayward, Steven
and
Laycock, Stephen D.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251222}
}
@inproceedings{
10.2312:cgvc.20251223,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Social Dimensions in Content Creation for Games: A Systematic Review of Fairness, Social Bias, and Diversity in Computational Character and Environment Generation}},
author = {
Horst, Robin
and
Dörner, Ralf
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251223}
}
@inproceedings{
10.2312:cgvc.20251224,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems}},
author = {
Cox, Louis
and
Williams, Benjamin
and
Vickers, James
and
Ward, Davin
and
Headleand, Christopher
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251224}
}
@inproceedings{
10.2312:cgvc.20251225,
booktitle = {
Computer Graphics and Visual Computing (CGVC)},
editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
1UP Placements Scheme: Simmersive Education for Games Development Professional Skills}},
author = {
Headleand, Christopher
and
James, David
and
Ward, Davin
and
Hicks, Kieran
and
Salinas, Carolina
and
Nawaz, Raheel
}, year = {
2025},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-293-6},
DOI = {
10.2312/cgvc.20251225}
}

Browse

Recent Submissions

Now showing 1 - 24 of 24
  • Item
    Computer Graphics and Visual Computing (CGVC): Frontmatter
    (The Eurographics Association, 2025) Slingsby, Aidan; Sheng, Yun; Slingsby, Aidan; Sheng, Yun
  • Item
    OCCAM: Occlusion-aware Completeness via Coverage Analysis with Monte Carlo Sampling
    (The Eurographics Association, 2025) Perez, Lizeth Joseline Fuentes; Calla, Luciano Arnaldo Romero; Pajarola, Renato; Turek, Javier; Sheng, Yun; Slingsby, Aidan
    Occlusion is a common challenge in indoor 3D scanning, often leading to incomplete scene reconstructions due to unobserved surfaces. Estimating it during the scan process can improve the quality of the acquired scenes tremendously. However, most existing methods for estimating scan completeness require access to ground-truth data, an assumption that rarely holds in practical settings. We introduce OCCAM (Occlusion-aware Completeness via Coverage Analysis with Monte Carlo sampling), a lightweight method that estimates global scan coverage without requiring surface reconstruction. It casts randomized rays from within the scanned volume to identify visibility gaps, without relying on mesh connectivity or external reference geometry. In contrast to occupancy grid mapping methods, which model local space coverage from the scanner's perspective, OCCAM evaluates broader scene visibility to detect whether large surface regions remain unscanned. Experimental results on synthetic and real-world benchmark datasets show that the proposed method is fast to compute (processing 100K-point scans in under one second), simple to implement, and produces a compact signal that supports both coverage assessment and scan guidance in indoor environments.
  • Item
    Non-Invasive Detection and Characterization of Powdery Mildew in Strawberries Using Hyperspectral Imaging and Deep Learning under Poly-tunnel Conditions
    (The Eurographics Association, 2025) Francis, Jobin; Pircher, Maximilian; Wree, Philipp; Masri, Ali Al; Sheng, Yun; Slingsby, Aidan
    Powdery Mildew (Podosphaera aphanis, PM) presents a serious challenge to strawberry cultivation, causing significant yield losses if not controlled early. Globally, PM contributes to substantial reductions in strawberry production, posing economic threats to growers and raising food security concerns. Therefore, the development of accurate, noninvasive detection mechanisms is crucial for effective disease management. This study investigates the application of Hyperspectral Imaging (HSI) for nondestructive PM detection and classification of healthy and PM-infected strawberry leaves grown under a poly-tunnel, an environment that closely simulates real-world agricultural conditions. A hyperspectral camera (350-1000 nm), mounted on a mechanized rail system beneath the poly-tunnel, was used to capture leaf images as it moved linearly above the strawberry canopy. Spectral preprocessing included Savitzky-Golay smoothing (SGS), Standard Normal Variate (SNV), and Multiplicative Scatter Correction (MSC), with the Isolation Forest algorithm applied for outlier removal. A one-dimensional Convolutional Neural Network (1D-CNN) was trained to classify healthy versus PM-infected leaves, achieving 75% accuracy and 84% precision. The model outperformed traditional classifiers such as Random Forest (RF), Decision Tree (DT), and Partial Least Squares Discriminant Analysis (PLS-DA). Among all tested pipelines, the SGS+MSC+1D-CNN combination yielded the highest performance. This study highlights the feasibility and effectiveness of integrating HSI with deep learning for robust disease detection under semi-controlled conditions, laying the groundwork for scalable, real-time plant health monitoring in precision agriculture.
  • Item
    Differential Dynamic Gaussian Splatting: Full Scene Scalable Volumetric Video Reconstruction
    (The Eurographics Association, 2025) Hirt, Felix; Lu, Tianxiang; Sheng, Yun; Slingsby, Aidan
    The growing demand for immersive experiences in AR/VR, sports, and cinematic content is accelerating interest in volumetric video. However, existing dynamic extensions of 3D Gaussian Splatting (3DGS) methods struggle with large memory footprints, limited scalability, and impractical storage requirements-especially for long sequences on consumer-grade hardware. We present a scalable, resource-efficient pipeline for full-scene Dynamic Gaussian Splatting, achieving real-time volumetric video reconstruction on consumer-grade GPUs with <1MB per frame storage and <7.6GB memory usage, all while preserving high visual fidelity and seamless handling of emerging objects. Our method combines batch-wise differential training with per-frame PLY-based storage, enabling arbitrarily long sequences with dynamic content. By leveraging standard file formats and lightweight computation, our system lowers the barrier to entry for researchers and developers aiming to integrate high-quality volumetric video into AR/VR and interactive graphics toolchains.
  • Item
    Mixed Reality as a Tool for the Design and Implementation of Virtual Exhibits
    (The Eurographics Association, 2025) Barsby, Luke; Headleand, Christopher; Sheng, Yun; Slingsby, Aidan
    This work aims to use Mixed Reality (MR) as a method for the creation of virtual exhibitions. With the rise of digital content being used in GLAMA (Galleries, Libraries, Archives, Museums, and Academia), there is a gap in the literature surrounding MR approaches to assist in the exhibition creation pipeline. For this, we propose a novel approach that uses MR to spatially map out environments and have produced a bespoke toolkit called ''Exhibit-MR''. This uses Microsoft HoloLens 2, and was created in the Unity games engine. This application provides an accessible way to create exhibitions without the need of external software or technical experience, which has limited many frameworks in the past. This is due to its semantic understanding of environments paired with the development environment. This approach will be validated in a future user based study outlined in this work utilising the System Usability Scale to gain an understanding from the GLAMA sector to whether this approach could be adopted, and streamline virtual exhibition creation in the future.
  • Item
    Designing UI for a VR Environment: Diegetic and Non-diegetic Approaches
    (The Eurographics Association, 2025) Sharples, Jake; Williams, Benjamin; Reeves, Shaun; Sheng, Yun; Slingsby, Aidan
    The integration of effective user interfaces (UI) is critical in the rapidly evolving landscape of video games and particularly within virtual reality (VR). Poor UI design can have a negative impact on immersion by breaking such engagement, create cognitive overload, and detract from the overall experience of the player. This paper investigates a strategic implementation of two primary categories: diegetic interfaces, which are integrated into the game world, and non-diegetic interfaces, which exist outside the games fictional space. A simple VR game was created to test both diegetic and non-diegetic UI principles gaining feedback to assess the purpose and usability of the two methods for the application into future projects and research.
  • Item
    StaffsVerse: Exploring Unreal Editor for Fortnite in Virtual Campus Design
    (The Eurographics Association, 2025) Roberts, Callum Lee; Searcey, Victoria; Ward, Davin; Headleand, Christopher; Sheng, Yun; Slingsby, Aidan
    Virtual campuses have seen expanded development in the past few years, appearing in various technical forms ranging from WebVR to Minecraft. This paper presents the considerations behind development of the StaffsVerse, a virtual recreation of the University of Staffordshire's campuses, designed within Unreal Editor for Fortnite. In this work, we have discussed the optimization strategies behind designing the StaffsVerse and the social and marketing impacts during its initial release. The StaffsVerse is the first virtual campus to be released within Fortnite and serves as a new form of engagement and outreach. Future works can utilize the findings within this paper to inform design decisions when developing large-scale virtual campuses within UEFN.
  • Item
    Efficient GPU-Based Real-Time Rendering of Curved Geometry for Large-Scale Applications
    (The Eurographics Association, 2025) Qaiser, Sharjeel R.; Sheng, Yun; Slingsby, Aidan
    This paper presents an efficient and practical approach to GPU-based real-time generation, simulation and rendering of approximated curved geometry. We focus on how this approach can be embedded into a resource-intensive application, such as a large-scale real-time strategy game, which requires a significantly large number of instances of these temporally persistent primitives, which we call ribbons. A key step in our technique is minimizing data transfer between the CPU and GPU, resulting in our usage of transient resources and employment of parallel data recycling methods, which map well to a SIMD architecture. Furthermore, we detail optimizations such as batching ribbon instances by material for rendering, grouping segments together for geometry construction and early culling of control points.
  • Item
    A Lightweight 3D Gaussian Splatting Based Virtual Object Insertion Strategy for Casually Captured Scenes
    (The Eurographics Association, 2025) Wirth, Tristan; Hagemeister, Vicky; Knauthe, Volker; Kuijper, Arjan; Fellner, Dieter W.; Sheng, Yun; Slingsby, Aidan
    The physically plausible insertion of virtual objects into scenes captured by multi-view images can be applied to multiple domains such as urban planning, augmented reality and digital marketplaces. Recent advancements in Novel View Synthesis, such as 3D Gaussian Splatting provide photorealistic representations of casually captured scenes. This raises the question if these advancements can be incorporated into the virtual insertion of single objects. In this work, we propose a lightweight strategy that estimates the effects of light interaction between a virtually inserted mesh model with corresponding material properties and a scene represented as 3D Gaussian Splats. Our approach poses minimal constraints on the capturing setup, only relying on casually captured LDR multi-view scenes, i.e., by a smartphone, while demonstrating comparable visual fidelity to strategies that pose more constraints on the capturing process.
  • Item
    Geometry Compression Using Normal Uncertainty
    (The Eurographics Association, 2025) Káčereková, Zuzana; Hácha, Filip; Váša, Libor; Sheng, Yun; Slingsby, Aidan
    Progressive compression of triangle mesh geometry typically exploits spatial coherence to reduce data size while preserving surface detail. In applications where lossy compression is permissible, an effective strategy is to align distortion with the limitations of human visual perception-allocating more bits to perceptually sensitive regions and fewer where differences go unnoticed. This requires identifying surface regions where distortion would be most noticeable, a task often guided by perceptual metrics that approximate human judgment. Existing perceptual-driven progressive compression methods rely on these metrics to steer refinement, but doing so typically incurs additional data overhead to specify where each refinement occurs. We propose a novel progressive geometry compression algorithm that leverages a perceptually informed model of normal uncertainty to predict where distortion is most likely to be noticeable. This enables the encoder to focus refinements in those regions without explicitly transmitting their locations at each step, thereby reducing overhead. Compared to a baseline of Edgebreaker with weighed parallelogram prediction, our method produces reconstructions ranked higher by several established perceptual metrics. However, its high computational cost currently limits practical deployment.
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    Investigation into Virtual Reality Movement Methods
    (The Eurographics Association, 2025) Sharples, Jake; Williams, Benjamin; Reeves, Shaun; Sheng, Yun; Slingsby, Aidan
    This paper critically examines different methods for traversing virtual reality (VR) environments, providing an analysis of their effectiveness. The primary objective is to outline and assess various locomotion techniques, including, but not limited to, teleportation and joystick-based movement. Each method is evaluated based on key performance indicators: its believability, which measures how well the movement aligns with a user's natural expectations of motion; its smoothness, which speaks to the fluidity and consistency of the movement; and its potential to induce motion sickness, a critical factor for long-term playability and user comfort. Through this detailed comparative analysis, the paper aims to draw a well-supported conclusion regarding the optimal VR locomotion method, identifying which traversal technique offers the most balanced and effective solution for developers and users.
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    The Persistence of Agency within the Virtual World
    (The Eurographics Association, 2025) Tranter, Jamie; Hicks, Kieran; Headleand, Christopher; Sheng, Yun; Slingsby, Aidan
    This paper explores player agency in video games to consider the impact of visual persistence within the virtual environment. Drawing from philosophical, psychological, and game design theory, we argue that a player's perceived impact on the virtual world, manifested through visual change can strengthen engagement and immersion. We support this with examples from commercial games. We propose that reactive environmental design, supported by approaches like agency informing techniques and player modeling systems, can reinforce a player's sense of agency through persistent visual feedback. This paper argues a direction for future research into this novel research space.
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    Visualising Game Audio: Increasing Audience Engagement Through the Ambient Display of Video Game Soundscapes
    (The Eurographics Association, 2025) Payne, Chris; Dalgleish, Mathew; Coleclough, Sharon; Hicks, Kieran; Gray, Billy; Headleand, Christopher; Sheng, Yun; Slingsby, Aidan
    This paper presents an audio system originally developed by the authors as a multiplayer, audiovisual instrument-environment, here repurposed as ViGA, a real-time visualiser for spatialised game audio. ViGA translates directional and environmental audio cues into dynamic visual forms, offering players, spectators, and audiences an intuitive and ambient graphical representation of in-game sound, and, by extension, the emergent rhythms of gameplay. Drawing on influences from video game visualisation, audiovisual synthesis, historical colour organs, visual music, music visualisers, and ambient display design, the system situates itself at the intersection of creative computing and real-time telemetry rendering. In this paper we outline the design rationale and technical architecture of the system, including its data mapping, visual language, and rendering strategies. We then present early use cases of ViGA though the video game Counter-Strike II, highlighting its potential to enhance spatial comprehension, engagement, and aesthetic experience.
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    Q-ART Owen Scrambling
    (The Eurographics Association, 2025) Ahmed, Abdalla G. M.; Sheng, Yun; Slingsby, Aidan
    Owen scrambling is a standard randomization technique for common sampling distributions used in quasi-Monte-Carlo applications such as rendering. We extend the recently introduced binary-based ART-Owen scrambling to the base-4 case, covering the full 4! permutations while still maintaining the method's simple and elegant structure. We achieve this by decomposing the permutation space into an affine transformation, enabling compact encoding and efficient processing.
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    What Makes a Design Study Sustainable in Complex Domains? A Characterisation Framework for Regulated, Stakeholder-Rich Contexts
    (The Eurographics Association, 2025) Surodina, Svitlana; Borgo, Rita; Sheng, Yun; Slingsby, Aidan
    Design studies are a core methodology in visualisation for solving real-world problems, but applying them in complex domains, such as clinical visual analytics, encounters well-recognised challenges. Existing frameworks provide rigour but often fall short in guiding systematic long-term, cross-disciplinary collaborations and sustainable tool adoption in high-stakes settings. This paper introduces a two-phase framework combining extended domain-characterisation methods and grounded in the established design study methodologies to frame the industry-level precondition analysis from project-specific design. Validated through AI-Enabled Clinical Decision Support Systems (AI-CDSS) case studies, our approach standardises domain constraints upfront, accelerates project onboarding, and lays the groundwork for cross-project comparison for sustainable, scalable visualisation research.
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    A Natural Language Interface for the Visualization and Analysis of 3D Point Cloud Saliency Maps
    (The Eurographics Association, 2025) Ciprián-Sánchez, Jorge F.; Jobst, Adrian; Richter, Rico; Döllner, Jürgen; Sheng, Yun; Slingsby, Aidan
    Deep learning models for analyzing 3D point clouds have been extensively researched. However, there is limited research on explainable artificial intelligence techniques for such models. Approaches relying on saliency maps seek to attribute model outputs to their input; nevertheless, their practical use for extracting meaningful insights on model behavior depends on user knowledge, available visualization tools, and ad hoc data analytics pipelines. In this work, we propose a system that combines a natural language interface, backed by a large language model, with a traditional 3D point cloud visualization interface as an interactive technique for visualizing and analyzing 3D point cloud saliency maps. Our system can 1) answer general questions in the context of 3D point cloud saliency maps, 2) answer data analytics-related questions about the 3D point cloud being analyzed and its associated saliency map, and 3) generate additional visualizations that aid in the extraction of meaningful insights from the 3D point cloud data. We demonstrate the proposed system's workflow through a use case study involving a sample input to a 3D point cloud semantic segmentation model containing color, ground truth, predicted class, curvature, and attribution values. Our results indicate that including a natural language interface facilitates the exploration of the data and enhances the efficiency of the data analytics process, enhancing the value provided by the 3D point cloud saliency maps. We release our code as open source at https://github.com/JorgeFCS/llm-3DpointCloud-viz.
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    Interactive Visual Analytics for Local Decarbonisation Planning: Empowering Policy-Aligned Scenario Exploration
    (The Eurographics Association, 2025) Laksono, Dany; Jianu, Radu; Slingsby, Aidan; Sheng, Yun; Slingsby, Aidan
    Developing equitable and effective decarbonisation plans is a critical challenge for UK local authorities, who must balance complex technical, social, and economic factors. While computational models can propose optimal solutions based on a single objective, they often fail to account for the nuanced trade-offs and competing priorities inherent in public policy. We address this with a visual analytics system designed to support a human-in-the-loop planning process. Our primary contributions are threefold: (i) a modular, component-based planning paradigm that makes the construction of complex, multi-objective strategies cognitively manageable; (ii) a multi-scale visualisation framework that uses a model-driven glyph design to represent multivariate and temporal data uniformly across geographic scales, enabling fair and just assessment; and (iii) a tightlyintegrated workflow that allows planners to iteratively explore data, compose interventions, simulate outcomes, and refine their strategies in real-time. We demonstrate through an application scenario how our system empowers planners to move beyond monolithic optimisation and engage in a transparent, evidence-based dialogue with their data, ultimately supporting the creation of more robust and equitable decarbonisation plans.
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    Investigating the Ways in Which Mobile Phone Images with Open-Source Data Can Be Used to Create an Augmented Virtual Environment (AVE)
    (The Eurographics Association, 2025) Beale, Russell; Rutter, Daniel; Sheng, Yun; Slingsby, Aidan
    This paper presents the development of an interactive system for constructing Augmented Virtual Environments (AVEs) by fusing mobile phone images with open-source geospatial data. By integrating 2D image data with 3D models derived from sources such as OpenStreetMap (OSM) and Digital Terrain Models (DTM), the proposed system generates immersive environments that enhance situational context. The system leverages Python for data processing and Unity for 3D visualization, interconnected via UDP-based two-way communication. Preliminary user evaluation demonstrates that the resulting AVEs accurately represent real-world scenes and improve users' contextual understanding. Key challenges addressed include projector calibration, precise model construction from heterogeneous data, and object detection for dynamic scene representation.
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    Enhancing Environmental Data Communication Through VR
    (The Eurographics Association, 2025) Huber, Marlene; Eschner, Johannes; Krösl, Katharina; Vuckovic, Milena; Sheng, Yun; Slingsby, Aidan
    This paper examines how environmental data can be effectively communicated to non-experts in interactive, immersive 3D spaces. Utilizing a use case centered on global spatio-temporal CO2 emissions and population dynamics over the past six decades, we explore techniques for presenting both absolute (country-level) and per capita data within meaningful spatial and temporal contexts. We developed a VR prototype visualizing these data on an interactive 3D globe and conducted a qualitative user study to evaluate its clarity and interpretability for non-expert audiences. Our findings suggest that incorporating clear geographical context, intuitive representations, and user-centered interactions can enhance engagement and certain aspects of understanding. We thereby offer a practical contribution to tackling environmental data visualization and communication in immersive environments. This promotes transparency and mitigates the risk of misinterpretation or misinformation in data communication across emerging digital media platforms.
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    Mind-Mapping Data Analysis with LLMs: From Vision to First Steps
    (The Eurographics Association, 2025) Jianu, Radu; Hutchinson, Maeve; Andrienko, Natalia; Andrienko, Gennady; Elshehaly, Mai; Slingsby, Aidan; Sheng, Yun; Slingsby, Aidan
    We explore how large language models (LLMs) can support real-time visual mapping of data analysis workflows. Building on an earlier vision, we investigate if and how LLMs can decompose analytic dialogues into ''analysis maps'' that capture key semantic units such as questions, datasets, tasks, and findings. Using two exemplar analyses, we test both post-hoc and interactive strategies for generating these maps and experiment with prompting techniques for structuring and updating them. Results, documented in Observable notebooks, suggest that LLMs can scaffold analysis-as-network meaningfully-laying the groundwork for user-facing systems and moving beyond purely textual forms of LLM-mediated analysis.
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    GPU-accelerated Cartoon Representation for Interactive Flexible Docking
    (The Eurographics Association, 2025) Holdsworth, Katerina R.; Iakovou, Georgios; Hayward, Steven; Laycock, Stephen D.; Sheng, Yun; Slingsby, Aidan
    Molecular docking involves simulating the binding of two biomolecules, a receptor and ligand, and is widely used for structurebased drug design. There are two main types of docking tools: automated and interactive. While automated tools are useful for reducing the search space of ligands and identifying potential binding sites, interactive tools allow the user to guide the docking process and observe what happens during docking. High computation speeds are required for interactive docking to handle both protein deformation and user interaction in real time. The cartoon representation, not to be confused with cartoon style rendering, is a protein representation that shows an abstracted view and is frequently used by structural biologists to not only identify a protein, but also to identify key regions within a protein of interest. There are examples of GPU-accelerated methods to construct the cartoon representation in real time. However, none of these methods achieve real-time assignment of secondary structure and construction of the cartoon representation for a flexible molecule. This paper presents our method to achieve this, integrated into an interactive docking tool with receptor flexibility. The methods outlined in this paper produced some promising results, with proteins of up to 3,300 amino acid residues being constructed and rendered at 70 fps.
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    Social Dimensions in Content Creation for Games: A Systematic Review of Fairness, Social Bias, and Diversity in Computational Character and Environment Generation
    (The Eurographics Association, 2025) Horst, Robin; Dörner, Ralf; Sheng, Yun; Slingsby, Aidan
    Computational content generation increasingly shapes digital games, visual computing, and interactive environments, automating the creation of characters and environments. However, these systems also raise complex challenges related to fairness, social bias, and representational diversity. We present a systematic literature review of 37 recent studies addressing fairness-aware computational content generation across character creation, face modeling, and procedural environments. We analyze both algorithmic strategies - including deep learning, reinforcement learning, generative adversarial networks, and optimization - as well as design-oriented frameworks such as behavioral, participatory, and cultural methods. Our review reveals substantial conceptual fragmentation in how fairness, social bias, and diversity are defined, measured, and operationalized across domains. While several metrics (e.g., statistical parity, balanced accuracy, generative diversity scores) are applied, standardized computational frameworks and large-scale auditing tools remain largely absent. We conclude by outlining key research challenges, including metric standardization, scalable fairness, social bias, and diversity auditing, cross-cultural dataset development, and interdisciplinary collaboration, to advance aware content generation in games.
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    Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems
    (The Eurographics Association, 2025) Cox, Louis; Williams, Benjamin; Vickers, James; Ward, Davin; Headleand, Christopher; Sheng, Yun; Slingsby, Aidan
    Entity-Component System (ECS) architectures have emerged as a powerful alternative to traditional object-oriented solutions in video games and real-time simulations. However, different ECS implementations present distinct trade-offs between iteration speed and modification costs. Despite its growing adoption, a comparative analysis on the performance characteristics of ECS implementation types has yet to be conducted. This study compares the performance of two widely-used ECS implementations: sparse-set and archetype-based. To facilitate this, an implementation of each architecture was developed in C++20 and their performance was examined in terms of iteration speed and entity modification costs. The results show sparse-set ECSes enable cheaper entity modifications but scale poorly during iteration, while archetypes excel at large-scale iteration through cache efficiency but incur higher composition change costs. These findings provide valuable and actionable guidance for developers selecting ECS architectures for their specific applications.
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    1UP Placements Scheme: Simmersive Education for Games Development Professional Skills
    (The Eurographics Association, 2025) Headleand, Christopher; James, David; Ward, Davin; Hicks, Kieran; Salinas, Carolina; Nawaz, Raheel; Sheng, Yun; Slingsby, Aidan
    This education paper presents the 1UP scheme, an award winning industry simulation. The 1UP scheme provides students with structured studio-style experience within an academic context. Students are directly employed (and paid) by the university in-house games studio for a 6-week summer placement. 1UP facilitates interdisciplinary student teams to develop commercialquality games under professional supervision. This paper outlines the scheme's structure, the design philosophy of the studio, and the educational impact. We detail some case studies of the games we have produced, including 'Disc-Go!', 'StaffsVerse', and the award winning 'MechHead'. These success projects and the student outcomes demonstrate the value of this approach in supporting skill development, portfolio enhancement, and employability. The 1UP model represents a scalable, award-winning approach to bridging the gap between education and industry within games development education.