Minho University & CCG/ZGDV Institute, Azurém Campus, Guimarães
Detailed Program
Important information for participants:
- Posters A0 format. Please include at least: authors, abstract, summary, results, some references, and web3D logo.
Wednesday, September 25th. 2024
Hall
08:30-09:00 Registration
Room 1
09:00-09:30
Welcome Message from Organization Committee
09:30-10:30 KEYNOTE SPEECH – “Immersive Realities – From Mass Digitization to High-Fidelity Rendering“
Dieter W. Fellner Fraunhofer Institute
Dieter W. Fellner is professor of computer science at TU Darmstadt, Germany and Director of the Fraunhofer Institute of Computer Graphics (IGD) at the same location. He is also professor at TU Graz (Austria) and CEO of Fraunhofer Austria. His research activities over the last years covered efficient rendering and visualization algorithms, generative and reconstructive modeling, virtual and augmented reality, graphical aspects of internet-based multimedia information systems, cultural heritage and digital libraries as well as visual healthcare technologies. In the areas of computer graphics, cultural heritage and digital libraries he is a member of the editorial boards of leading journals in the respective fields and a member of the program committees of many international conferences and workshops. He is a member of the Academia Europaea and the German National Academy of Science and Engineering (acatech). He is also a Fellow of the German Computer Society (GI) and of the EUROGRAPHICS Association which has awarded him the Eurographics Gold Medal in 2018.
Keynote speech content:
The talk will address the challenges we face as well as current solutions to bring part of our real-world environment into the virtual world, interact with it, and bring it back into our real world. Particular emphasis will be given to industrial-scale solutions to 3D (actually nD, n>3) mass-digitization, Web3D-enabled interaction within digital worlds, and 3D color printing.
Hall
10:30-11:00h COFFEE BREAK
Room 1
11:00-11:30 PAPER SESSION 1: “Rendering”
Chair: A. Augusto de Sousa
FP40 – Instanced Rendering of Parameterized 3D Glyphs with Adaptive Level-of-Detail using three.js
Sandro Steeger, Daniel Atzberger, Willy Scheibel and Jürgen Döllner
FP38 – Volumetric Video on the Web: a platform prototype and empirical study
Sergio Cabrero, Ander Elosegi, Iñigo Tamayo, Ana Dominguez and Mikel Joseba Zorrilla
FP17 – A Workload Prediction Model for 3D Textured Meshes in Webgl Context
Gabriel Meynet, Jean Claude Iehl, Johanna Delanoy, Guillaume Lavoué and Florent Dupont
SP19 – Physically-based Path Tracer using WebGPU and OpenPBR
Simon Stucki and Philipp Ackermann
SP6- EGGS: Edge Guided Gaussian Splatting for Radiance Fields
Yuanhao Gong
Room 2
11:00-12:30 Tutorial 1: “Displaying Interactive 3D Models Without Javascript”
Coordinator: Scott Vorthmann
With only basic HTML knowledge, you can display your 3D models in interactive viewers using web components, a well-established standard in all modern browsers. No Javascript knowledge is required.
In this tutorial, we’ll explore some web components for displaying glTF and VRML models. We will cover feature sets for those components, and controls they offer both to the page author and to the user. We will also cover basic CSS styling for these components, as well as some exploration of how to generate and host the necessary model files.
University Canteen
12:30-14:00h LUNCH
Room 1
14:00-16:00 PAPER SESSION 2:
“VR and Metaverse Applications”
Chair: Mikel Zorilla
FP26: Evaluation of a Virtual Experience System for Restaurants
Kana Bito, Yoshio Ishiguro and Kazuya Takeda
FP35: AOI for automotive industry – a quality assessment approach combining 2D and 3D sensor
José Rubén Pozo Pérez, Yanelys Fernández Llerena, Yusbel Chávez Castilla, Edel Garcia Reyes, Luís Gonzaga Magalhães and Miguel Angel Guevara Lopez
FP41: VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context
Marcos Ribeiro, Joana Santos, João Lobo, Sílvia Araújo, Luís Magalhães and Telmo Adão
FP7: Holonomy: A Virtual Reality Exploration of Hyperbolic Geometry
Scott Jochems, Joris Rijsdijk, Ravi Snellenberg, Rafael Bidarra and Martin Skrodzki
SP28: Towards the Industrial Metaverse: A Game-Based VR Application for Fire Drill and Evacuation Training for Ships and Shipbuilding
Musaab H. Hamed-Ahmed, Paula Fraga-Lamas and Tiago M. Fernández-Caramés.
Room 2
14:00-16:00 WORKSHOP 1:
“The potential of PERCEPTIVE reconstructions in Cultural Heritage for the web3D-technology stack”
Coordinators: Sofia Pescarin, Holger Graf, Bruno Fanini and Saptarshi Neil Sinha
The workshop will cover hybrid experiences in web3D, web3D tools for conservators and heritage science experts, assessing visitor behaviors, open standards in public exhibitions, and integrating AI technologies for improved visual perception, along with specific techniques such as cross-spectral 3D reconstruction, semiautomatic
segmentation, semantic style transfer, and appearance modeling. Web3D technologies provide interactive ways to present scientific data, including 3D models from archaeometric surveys, and offer new possibilities for accessing and examining artwork.We will present a Web3D/WebXR tool for inspecting multi-layered 3D assets, enabling interactive discovery, semantic enrichment, and efficient spatial queries. The tool also integrates AI-generated material assets into the web3D technology stack, enhancing applications and enabling immersive material reconstructions for cultural heritage experts and researchers.
Room 3
14:00-16:00 WORKSHOP 2:
“Humanoid Animation (HAnim) Standards Development Strategies”
Coordinators: Don Brutzman, Carol McDonald and Myeong Won Lee
The Humanoid Animation (HAnim) International Standard provides an overall architecture for representing humanoids in a network-enabled 3D graphics and multimedia environment. Each humanoid is an articulated character that can be embedded in different representation systems and animated using the facilities provided by the representation system. This strategic workshop is oriented to consider lay out potential parallel lines of applied technical work going forward that can all be part of HAnim Standards. Given the time available, specifically NOT a goal is to examine detailed candidate technical solutions or perform technical-tradeoff comparisons. We are looking to enable independent efforts on different parts of future HAnim capabilities, while noting beneficial interdependencies, so that future coherence is possible. Details
Hall
16:00-16:30h COFFEE BREAK + POSTERS
Room 1
16:30-18:00 Keynote 4 (Anne Bajart, European Commission) + Standardization session
Coordinator: Anita Havele
KEYNOTE SPEECH – EU strategy on Web4.0 and virtual worlds
Anne Bajart European Commission
Anne Bajart is Deputy Head of Unit for Interactive Technologies, Digital for Culture and Education at DG CONNECT. She previously was Head of Sector for Robotics and Artificial Intelligence in DG CONNECT. She holds a PhD in electrical engineering. Before joining the European Commission, she worked as researcher, lecturer and project manager.
Abstract: The talk will present the recently published European strategy for Web4.0 and Virtual Worlds, with a focus on standardisation and interoperability issues.
Standardization session
Title: The World Wide Webiverse: A Survey and Outlook
Presenters:
Web3D Consortium and ISO – Don Brutzman
Metaverse Standards forum (3D Web Interoperability DWG) – Nicholas Polys
IEEE ( 3D Body processing) – Carol McDonald
Khronos – Neil Trevett
MPEG – Marius Preda
W3C – Francois Daoust
OGC – Scott Simmons (yet to confirm)
Presenters will share:
- Introduction to the Standard(s)
- Evolution of the Standards and its Ecosystem
- Standardization needs and challenges
- Interoperability success stories and challenges
- Future extensions and innovations that could influence the future of 3D graphics.
- Benefits and drawbacks
- Case Studies of Successful Implementations
- Industry Collaboration and Governance
Room 2
16:30-18:00 WORKSHOP 3: “Towards Next Generation eXtended Reality: Data Compilation and Evaluation Strategies”
Coordinators: Arantza del Pozo, Muhammad Zeshan Afzal and Didier Striker
The rapid advancement of eXtended Reality (XR) technologies is transforming how we interact with digital environments, pushing the boundaries of immersive experiences. The workshop “Towards Next Generation eXtended Reality: Data Compilation and Evaluation Strategies” aims to address the critical need for robust data compilation andinnovative evaluation methods essential for propelling XR to the next level. This scientific workshop is organized by the LUMINOUS Horizon Europe project (http://luminous-horizon.eu/), a collaborative initiative focused on pioneering the future of Language Augmented XR systems. The sessions will be presented by leading partners of the consortium, who are currently at the forefront of addressing the targeted research and development challenges. The workshop will bring together leading researchers, industry experts, and XR practitioners to explore and discuss state-of-the-art approaches in three pivotal areas:
1) LLM-Augmented Situational Awareness (DFKI)
2) Multimodal Natural User-XR Interaction (EHU, VICOM)
3) Responsive Realistic Avatars (HHI)
City Centre
18:00-20:00h Free Time in the City
Thursday, September 26th. 2024
Hall
08:30-09:00 Registration
Room 1
09:00-10:30 WORKSHOP 4: “MADT: Models and Applications of Digital Twins”. Organized by GraphicsVision.ai members
MADT workshop explores the field of Digital Twins, providing insights into their modelling (e.g., ontologies, architectural models, acquisition strategies, 3D representations and rendering), development processes, and application in various domains.
Use cases and strategies in spatial digital twins will be presented, with application to buildings, agriculture, fast digitalization of large spaces, photorealistic rendering of digital twins.
Participants will benefit from valuable discussions and lessons learned on the latest theoretical and practical developments in the field of Digital Twins.
Prof. Francisco Duarte (coordinator) University of Minho and CCG/ZGDV – Centro de Computacao Grafica
Dr.-Ing. Jorge Posada, Vicomtech
Edel Reyes, CCG/ZGDV – Centro de Computacao Grafica
Prof. Didier Stricker, GraphicsVision.ai and DFKI – German Center for Artificial Intelligence
Prof. Jürgen Döllner, Hasso Plattner Institute and Potsdam University
Room 2
09:00-10:30: “Industrial Use Cases – Part I“
Sponsor Use Case: Khronos
“Emerging Platforms in 3D for Art and Cultural Heritage: Applications and Advancements in 3D Imaging for Conservation, Research and Engagement”
Serena Parr Cline and Todd Swanson
“Convergence of IoT, 3D & XR: Creating the Industrial Metaverse Through Live Factory Visualisation”
Sue Sommer, Hannes Krug, Christian Stein and Johannes Behr
Hall
10:30-11:00h COFFEE BREAK + POSTERS
Room 1
11:00-12:30 PAPER SESSION 3: “Contributions of VR to Health and Rehabilitation”
Chair: Telmo Adão
FP24 –“Towards remote rehabilitation with gaming, digital monitor and computer vision technologies”
João Oliveira, Alexandre Carrança, Eduardo Santos, Luís Evangelista, Rosane Sampaio, Joana Andrade, Yusbel Chávez Castilla, Nuno Sousa, Edel Reyes and Luís Gonzaga Magalhães.
FP15 – “NeuroVerse—Immersive exploration of 3D ultrastructural brain reconstructions for education and collaborative analysis”
Corrado Cali’ and Marco Agus.
FP31 – “Exploring Virtual Reality in Exposure Therapy for Sensory Food Aversion”
Gabriel Marques, Rui Nóbrega and Rui Neves Madeira
SP16 – “Blood flow visualization from 4D flow Magnetic Resonance Imaging using the ISO X3D standard”Ander Arbelaiz, Javier Bóbeda, Sara García, Jesús Ruíz-Cabello, M. Dolores García-Cosio, Karen Lopez-Linares and Jorge Posada
SP27 – “Integrating Psychological Principles and AI Technology into UX Design for Developing a Metaverse that Promotes Healthy Disconnection for Young Kids”
Feng Liu
Room 2
11:00-12:30: “Industrial Use Cases – Part II“
Sponsor Use Case: 3dMD
- “REAL WORLD DATA APPLICATIONS OF MEDICAL DIGITAL-3D AVATARS”
Andrew Aubrey
“Meeting the Apparel/ Footwear Industries challenges with interoperability, animation chaining and Blender imports”
Carol McDonald, Katy Schildmeyer and John Carlson
“Interactive 3D Geospatial Visualization of the Port of Gulfport using X3D”
Casey Gomez, Nicholas Polys and Anita Havele
“Advances in AI for 3D world and object creation 2024”
Tony Rockliff
University Canteen
12:30-14:00h LUNCH
Room 1
14:00-15:00 KEYNOTE SPEECH – “Immersive Learning Environments and Cointelligence“
Leonel Morgado Universidade Aberta
Full Professor at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds, and a Senior Researcher at the independent research unit INESC TEC. He is also Vice-President of the Audit Board of the Portuguese Society of Videogame Sciences, Vice-President for Scientific Quality and board member of the international research association, Immersive Learning Research Network, and Standards Liaison Co-Chair of the IEEE Education Society Technical Committee on Immersive Learning Environments. His main research interest is the use and development of immersive learning environments, which he pursues since 2000. He authored over two hundred papers, in journals, conferences, and as book chapters, having successfully supervised over ten doctoral theses and over thirty master dissertations. He led and participated in multiple research projects, funded by partners from industry, civil society, national government, and the European Union. Before pursuing an academic career, he was business and technical manager of a hardware import, distribution, and retail company, terminologist for the localization teams of Microsoft Office 97 and Oracle InterOffice, created a company for technical translations and software localization, was language quality specialist for IBM/Lotus, a coordinator of a Web development team for museums and heritage sites, of a software deployment team for nation-wide surgery waiting list management, and manager of a cooperative extension team fighting the digital divide in rural villages.
Keynote speech content:
This talk will address how immersive learning environments are being used and their relationship to cointelligence, using generative artificial intelligences as intellectual partners. Immersion is approach as a phenomenon arising from spatial, narrative, and agency conceptual dimensions, showcasing how this framework supports the interpretation and design of educational experiences. Using recent research findings on educational strategies and practices with immersive environments, the talk will illustrate how to plan and implement immersive learning cases grounded in the literature. The discussion will highlight current research challenges, aiming to inspire innovative educational practices and future research directions.
15:00-16:00 Panel Session – “Navigating the 3D Web: Challenges, Opportunities and Future“
Moderator: Anita Havele, Web3D Consortium
Leaders from Industry, Standards development organizations and Research Institutes, will debate and discuss the challenges and opportunities on the next iteration of the 3D Web(Metaverse) and significance of standards, tools and interoperability.
Our Panelists:
• Leonel Morgado, Universidade Aberta
• Dieter W. Fellner, Fraunhofer Institute
• Nicholas Polys, Web3D Consortium/Virginia Tech – 3D Graphics and Visual Computing
• Marius Preda, Institut Mines Telecom
• Neil Trevett, NVIDIA
Hall
16:00-16:30h COFFEE BREAK + POSTERS
Room 1
16:30-18:00 PAPER SESSION 4: “Methodologies, Techniques and Tools”
Chair: Marco Agus
FP32 –“Interoperable 3D Geospatial Data Visualization with X3D and OGC 3D Tiles”
Anita Havele, Andreas Plesch and Mike McCann
FP20 – “Prompt Engineering for X3D Object Creation with LLMs”
Nicholas Polys, Ayat Mohammed and Ben Sandbrook
SP29 – “AI-Driven Creativity Unleashed: Exploring the Synergistic Effects of UGC and AIGC in Metaverse Gaming from a User Perspective“
Yanxiang Zhang and Wenbin Hu
Room 2
16:30-18:00: Tutorial 2: “3D Reconstruction Tutorial: Data Processing, Surface Reconstruction, and Texture Mapping”
Coordinators: Tiago Madeira, Lucas Dal’Col, Miguel Oliveira and Paulo Dias
Three-dimensional (3D) reconstruction involves the creation of detailed models of real-world objects based on their captured shape and appearance. Originating from computer vision and graphics, this field has expanded into diverse areas such as architecture, robotics, autonomous driving, medicine, and archaeology. This tutorial will provide a comprehensive overview of a 3D reconstruction pipeline. The types of data used in 3D reconstruction, including images, point clouds, and depth images, will be systematically covered. Attendees will learn how to process these datasets to prepare them for reconstruction. Surface reconstruction techniques will be detailed, illustrating how to generate accurate 3D models from processed data, including dense and sparse volumetric representations, as well as subsequent mesh extraction and post-processing techniques. The process of texture mapping and its associated challenges, particularly the issue of texture seams that arise from colour differences, typically due to varying acquisition conditions across large scenes, will be addressed. Practical solutions and strategies to mitigate these problems will be discussed. Practical insights into the application of open-source libraries and tools for 3D reconstruction and visualization of models will also be provided. This tutorial is designed to equip participants with a thorough understanding of the 3D reconstruction pipeline, from data acquisition to model inspection, emphasizing both theoretical foundations and practical applications. This session is targeted at students, researchers, and practitioners in computer vision, graphics, and related fields. A beginner to intermediate knowledge of Python is recommended as a prerequisite for this tutorial.
City Centre
Friday, September 27th. 2024
Hall
08:30-09:00 Registration
Room 1
09:00-10:00 KEYNOTE SPEECH – “Learning reduced models for physics-based simulation in VR“
Miguel Otaduy University Rey Juan Carlos
Received the BS degree in electrical engineering from Mondragón University, in 2000, and the MS and PhD degrees in computer science from the University of North Carolina, Chapel Hill, in 2003 and 2004, respectively. He is an associate professor in the Department of Computer Science, Universidad Rey Juan Carlos (URJC Madrid), where he leads the Multimodal Simulation Lab. From 2005 to 2008, he was a research associate with ETH Zurich. In 2022 he joined Meta Reality Labs Research as research scientist. In 2017 he co-founded SEDDI for the development of innovative digital solutions for the textile and fashion industries, and he was its Chief Science Officer until 2022. His research interests extend across physics-based simulation, covering algorithmic design or applied problems for virtual touch, animation, fashion, computational medicine, or fabrication. He has received two major excellence research grants in Europe: ERC Consolidator Grant (2017), ERC Starting Grant (2011).
Keynote speech content:
Virtual reality puts a hard constraint on the compute budget of physics-based simulations: they must be executed at interactive rates, and using minimal hardware resources that we can just wear. Reduced simulation models offer a solution to this challenge, by focusing the degrees of freedom of the simulation on a compact space that best describes the relevant physical phenomena. This talk will cover our experience on the design of expressive reduced spaces for VR simulation of bodies, hands, or cloth. Our methodology explores the use of neural representations at different stages of the modeling process, with the common theme of designing accurate nonlinear mappings from reduced space to the full-dimensional space. The talk will cover relevant research carried out while at Universidad Rey Juan Carlos.
10:00-10:30 Web3D Consortium Townhall
Hall
10:30-11:00h COFFEE BREAK
Room 1
11:00-12:30 PAPER SESSION 5: “Web-based Techniques and Applications”
Chair: Miguel Guevara
FP5 –“ZLS—An Efficient Lossless Compression for Depth-Video Streaming”
Jens Schneider, James She and Marco Agus
FP12 – “SpectralSplatsViewer: An Interactive Web-Based Tool for Visualizing Cross-Spectral Gaussian Splats”
Saptarshi Neil Sinha, Julius Kühn, Holger Graf and Michael Weinmann
FP18 – “Progressively Streamed Real-time Preview of Captured Optical Surface Materials on the Web”
Yannick Pflanzer, Martin Ritz, Pedro Santos and Dieter Fellner
SP13– “DeepMaterialInsights: A Web-based Framework Harnessing Deep Learning for Estimation, Visualization, and Export of Material Assets from Images”
Saptarshi Neil Sinha, Felix Gorschlueter, Holger Graf and Michael Weinmann
Room 2
11:00-12:30: Tutorial 3: X3D Authoring Tools and Deployment
Coordinators: Don Brutzman, Nicholas Polys and Michalis Kamburelis
Big Picture! This tutorial will launch from simple tips and tricks to advanced capabilities for creating X3D scenes and publishing. We will showcase several content and development environments for the cross platform publication of interactive 3D scenes. Several examples in the open ecosystem will be presented. Across formats (X3D, glTF, OBJ,) and from in-browser editing (Playground, Sandbox, glitch, …) to pipelines (Blender, Castle Game Engine, Sunrize, …), we will compose Web and Immersive-ready scenes. We will also demonstrate the features and usage of X3D-Edit 4.0 Authoring Tool.
X3D-Edit for Extensible 3D (X3D) Graphics is a free, open-source Extensible 3D (X3D) Graphics authoring tool for simple high-quality authoring, editing, import/export, validation and viewing of X3D scenes. Thousands of example models are available to support import, conversion, model modification, and publication to the Web via multiple approaches for HTML presentation. X3D-Edit also provides a “launching pad” for dozens of external tools that also offer X3D functionality. Tooltips provided in context help authors understand how X3D Graphics models actually work. Users will learn how to author, modify, and validate scenes for high levels of Quality Assurance (QA). Suggested preparation: first install Java, Apache NetBeans, and then Tools/Plugins menu for X3D-Edit plugin in order for best understanding of the many capabilities provided. Special attention is paid to interactive Web publishing for any models as part of an HTML page, for display or editing without needing plugins, showcasing both X_ITE or X3DOM open-source X3D players.
- Castle Game Engine and related tools for content authoring using X3D (and other 3D formats)
- Using Castle Model Viewer for model inspection and GUI conversion (to / from X3D).
- Using Castle Model Converter for command-line model validation and conversion (to / from X3D).
- Using Castle Game Engine to design 3D and 2D worlds by composing models using X3D, glTF and many others.
University Canteen
12:30-13:30h LUNCH
Room 2
13:30-14:00 CCG PRESENTATION/DEMOS
14:00-14:30 FAST FORWARD
14:30-15:00 HANIM AND 3D CONTENT CONTEST
15:00-15:30 AWARDS CEREMONY
CCG Hall
15:30-16:00h COFFEE BREAK
Room 2
16:00-18:00 METAVERSE WORKSHOP: “Building 3D Web Interoperability for the Metaverse“
Coordinators: Johannes Behr and Nicholas Polys
This workshop will collect stakeholders to discuss the progress and directions of the 3D Web Interoperability Domain Group from the Metaverse Standards Forum. From Use Cases to Requirements, to a Gap Analysis, the group has identified a number or projects that will address the gaps in Standards. From linking and composition of experiences to the UserAgent, we will discuss opportunities, issues, and a roadmap for participation and success.
18:00 END OF CONFERENCE