Web3D 2026 – Hosted by the College of Science and Engineering at Hamad Bin Khalifa University in a hybrid format (in-person and virtual)
Keynote 10:00 – 11:30 Paper Session 1
Immersive XR Interaction 11:30 – 12:00 Coffee Break 12:00 – 13:30 Paper Session 2
Gaussian Splatting and Neural Rendering 13:30 – 14:00 Poster Session 1
Poster Session 1 14:00 – 14:30 Sponsor Talk 1
Sponsor Talk 1 14:30 – 16:00 Paper Session 3
Digital Twins and Scientific Visualization 16:30 – 17:00 Poster Session 2
Poster Session 2 17:00 – 18:30 Paper Session 4
AI-Assisted X3D and Web3D Authoring Room 02 10:00 – 11:30 Workshop 1
Beyond Observation: Designing 3D Games for Neurodiversity Assessment and Intervention 11:30 – 12:00 Coffee Break 12:00 – 13:30 Tutorial 1
When Worlds ‘Coalide’: Building Sustainable Digital Dioramas and Virtual Worlds with IIIF 3D 13:30 – 14:00 Poster Session 1
Poster Session 1 14:30 – 16:30 Workshop 2
The Future of Immersive Content: Generation, Modeling, Standards, and Interaction from an Application Perspective 16:30 – 17:00 Poster Session 2
Poster Session 2 17:00 – 18:30 Workshop 3
AI with X3D: Use Cases, Generative Pipelines, and the x3d_mcp Framework Hall 08:30 – 11:30 Registration 11:30 – 12:00 Coffee Break 13:30 – 14:30 Lunch 16:30 – 17:00 Coffee Break Wed, Oct 14thRoom 01 08:30 – 09:30 Keynote 2
Keynote 2 09:30 – 11:30 Industrial Cases 1
Industrial Cases 1 11:30 – 12:00 Coffee Break 12:00 – 14:00 Tutorial 3
Modeling Human Skeletons and Bodies using the Humanoid Animation (HAnim) International Standard 14:00 – 14:30 Sponsor Talk 1
Sponsor Talk 1 14:30 – 16:00 Paper Session 5
Web3D Systems, Performance and Engineering 16:30 – 17:00 Sponsor Talk 3
Sponsor Talk 3 17:00 – 18:30 Visit HBKU Lab
Visit HBKU Lab Room 02 09:30 – 11:30 Tutorial 2
AI-Augmented Panoramic WebXR: Foundation Models and Generative Pipelines for Immersive Indoor Experiences 11:30 – 12:00 Coffee Break 12:00 – 14:00 Paper Session 6
Standards, Rendering and Spatial Computing 14:30 – 16:00 Standards Sessions
Standards Sessions Hall 08:30 – 11:30 Registration 11:30 – 12:00 Coffee Break 13:30 – 14:30 Lunch 16:30 – 17:00 Coffee Break Thu, Oct 15thRoom 01 08:30 – 09:30 Keynote 3
Keynote 3 09:30 – 10:00 Web3D Consortium Townhall
Web3D Consortium Townhall 10:00 – 11:30 Panel Session
Panel Session 11:30 – 12:00 Coffee Break 12:00 – 12:30 Fast Forward
Lighting Demos 12:30 – 13:00 Competitions
HANIM, AI and 3D Content Contest 13:00 – 14:00 Awards Ceremony
Awards Ceremony 15:00 – 17:00 Metaverse Workshop
Metaverse Workshop Hall 08:30 – 11:30 Registration 11:30 – 12:00 Coffee Break 14:00 – 15:00 Lunch
Tue, Oct 13th
| Room 02 | |
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| 10:00 – 11:30 |
Workshop 1:
Presenters: Mohamad Hassan Fadi Hijab, Yasmin Abdelaal, Marwa Qaraqe, Bilikis Banire, Kamran Khawaja, Dena Al-Thani Interactive 3D games and WebXR environments are typically framed as entertainment, yet they also constitute structured, naturalistic settings in which behavior can be observed and measured. This workshop explores how such environments can be designed as tools for assessment and intervention in autistic and other neurodiverse users, moving beyond passive observation toward the systematic quantification of behavior during gameplay. It examines how multimodal gameplay data can characterize attention, engagement, decision-making, and interaction, drawing on signals such as gaze, movement, navigation, object interaction, response timing, task choices, collaboration, and performance. The workshop also considers how behavioral analytics and AI can help translate these signals into interpretable behavioral indicators and potential digital biomarkers. These measures are intended to complement, rather than replace, clinician- and caregiver-reported assessments, and the workshop emphasizes the importance of avoiding deficit-based interpretations. This 90-minute hybrid session features an invited keynote, a showcase of A-Sense projects, research and industry talks, and a structured discussion, and aims to create a community roadmap and foster future collaboration. |
| 11:30 – 12:00 |
Coffee Break
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| 12:00 – 13:30 |
Tutorial 1:
Presenter: Ronald Haynes How do we reduce digital divides and creatively engage more people in immersive worlds? If we deliver material on more platforms, including ones which a majority of people can regularly use, the divide is greatly reduced. WebXR-based environments are expanding to enable more people to enjoy engagement with some XR-based environments and virtual worlds, using any of the billions of devices which can run a modern web browser, including smartphones, tablets and laptops, as well as XR glasses and headsets. WebXR-enabled systems such as VRSpace.org, the Virtual Worlds Museum‘s WebXR Exhibit and Arrival.Space, ClassVR’s Mozilla Hubs-powered Eduverse, and HTC’s Viverse demonstrate some of the great growth and potential of a more sustainable approach to broadly accessible virtual environments. IIIF 3D, launched this year, will complement that move toward universality even further, by enabling enhanced information presentation, sharing, preservation, and preservation capabilities. This tutorial will share latest updates and applications for IIIF-enabled 3D data, along with other media in easily sharable scenes, from the IIIF 3D Technical Specification Group (TSG) and the enhanced capabilities provided by the International Image Interoperability Framework (IIIF) Presentation API 4.0 specifications:
The collaboratively developed standards for IIIF Presentation API 4.0, with enhanced details and data portability provided by the JSON-LD-based manifest file, enable display of 3D resources using IIIF-enabled tools, in standard websites, in apps, and increasingly embedded in various digital asset collection and online systems. The large community actively supporting this IIIF 3D technical development, sharing collection content and development and testing expertise, include the British Library, Courtauld Gallery, Deutsches Museum, Digirati, Institute of Information Science and Technologies (Italian National Research Council – Visual Computing Lab), MorphoSource, Mnemoscene, Sketchfab (via specialists), Smithsonian, Web3D Consortium (X3D standards group), and universities of Basel, Brighton, California (San Diego), Cambridge, Cyprus (University of Technology – Digital Heritage Research Lab), Duke, Edinburgh, Harvard (Library), Oxford, Stanford, Yale. IIIF is also working closely with the Europeana Foundation, Internet Archive, Wikimedia Foundation, all of whom are IIIF 2D and/or Audio/Video adopters, and expected to be IIIF 3D adopters. |
| 13:30 – 14:00 |
Poster Session 1
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| 14:30 – 16:30 |
Workshop 2:
Presenters: Anita Havele, Pere Pau Vazquez, Alberto Jaspe Villanueva, Dena Al Thani, Giovanni Pintore, Jens Schneider and Marco Agus Immersive 3D systems are entering a new phase in which content generation, scene modeling, data analysis, interoperability, and interaction are increasingly shaped by generative AI, foundation models, web technologies, and application-specific requirements. However, progress is uneven across domains: methods that produce visually convincing assets may not preserve geometry or semantics; rich representations may be difficult to transmit and render through the web; standards may lag behind emerging neural content; and interaction techniques must adapt to increasingly dynamic, AI-generated environments. This workshop brings together experts representing complementary perspectives on this transition: 3D standards and interoperability, biomedical applications, indoor architecture and design, cultural heritage, data and visual analytics, and human-centered interaction. The format combines a sequence of short position presentations with a moderated round table based on predefined cross-cutting questions. Rather than surveying technologies in isolation, the workshop adopts an application-first perspective and asks which representations, authoring tools, standards, and interaction paradigms will be needed to make future immersive content useful, trustworthy, interoperable, and sustainable. |
| 16:30 – 17:00 |
Poster Session 2
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| 17:00 – 18:30 |
Workshop 3:
Presenters: Anita Havele, Nicholas Polys, Don Brutzman and Len Bullard This workshop explores how Artificial Intelligence enhances X3D based spatial computing across medical visualization, avatar LLM interaction, and generative 3D pipelines. We introduce the x3d_mcp framework, demonstrate AI assisted spatial reasoning (shortest path, best path), and evaluate generative X3D methods for both model level and scene level workloads. Participants will gain practical insight into integrating AI with X3D’s expressive semantics and will help define best practices for next generation intelligent 3D web systems. Each presentation and demonstration will also provide recommendations for how new capabilities can be shared for best progress. Topics
Format
Expected Outcomes
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| Hall | |
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| 08:30 – 11:30 |
Registration
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| 11:30 – 12:00 |
Coffee Break
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| 13:30 – 14:30 |
Lunch
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| 16:30 – 17:00 |
Coffee Break
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Wed, Oct 14th
| Room 01 | |
|---|---|
| 08:30 – 09:30 |
Keynote 2
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| 09:30 – 11:30 |
Industrial Cases 1:
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| 11:30 – 12:00 |
Coffee Break
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| 12:00 – 14:00 |
Tutorial 3:
Presenters: Don Brutzman, Joe D. Williams and Aaron Bergstrom The Humanoid Animation (HAnim) standard is an abstract architecture defining skeletons, skin, motion animation with anatomically correct models, with current work focused on aligning apparel and clothing, motion capture (MOCAP) markers, and facial expressions. HAnim design principles pay close attention to strict naming and scene-graph structures in order to create validatable interoperable humanoid models. As a tandem capability, the Extensible 3D (X3D) Graphics standard defines networked interoperable interactive animated 3D models that can be composed for anyone on the World Wide Web, also providing multiple implementations that support HAnim model presentation and animation. This tutorial provides an in-depth exploration on creation of the open-source Humanoid Animation X3D Example Archive models demonstrating full anatomical coverage of an interactive animated human skeleton. Careful naming, metadata, scene-graph structure and specification compliance were combined with direct visualization of incremental results to confirm correctness throughout a repeatably consistent (but highly detailed) process. Multiple open-source tools included Sunrize and X_ITE, Castle Model Viewer, and the X3D-Edit authoring tool. Multiple animation techniques are available for HAnim by using validatable key-frame interpolator sets, BVH-style frame sequences in HAnimMotion nodes, and pose snapshots using the new HAnimPose node. The tutorial also includes recent dramatic progress by the open-source RawKee exporter for Maya, which maps the sophisticated capabilities of an industry-leading modeling tool for production of Web-compatible models. Exported models take advantage of advanced Physically Based Rendering (PBR) and advanced texturing capabilities associated with the glTF standard for interoperable presentation as HAnim X3D models. Looking further ahead, interesting current efforts on future capabilities include cross-technology Avatar use cases from the Metaverse Standards Forum (MSF); addition of apparel, footwear, and wearables via an HAnim Coveroid; motion capture (MOCAP) marker standardization for broader availability of MOCAP streams; and repeatable expressions using the Facial Animation Coding System (FACS). Agenda outline
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| 14:00 – 14:30 |
Sponsor Talk 1
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| 14:30 – 16:00 |
Paper Session 5:
Web3D Systems, Performance and Engineering
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| 16:30 – 17:00 |
Sponsor Talk 3
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| 17:00 – 18:30 |
Visit HBKU Lab
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| Room 02 | |
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| 09:30 – 11:30 |
Tutorial 2:
Presenters: Marco Agus, Giovanni Pintore and Enrico Gobbetti WebXR provides a standards-based path for delivering immersive applications through the browser, but the creation of interactive, spatially coherent, and lightweight content remains a major bottleneck. At the same time, foundation models and generative AI are changing how 3D and panoramic content can be understood, reconstructed, edited, and authored. This tutorial presents a web-first workflow that connects these two developments. It covers the WebXR runtime and interaction stack; web-native scene representations and delivery; foundation models for depth, segmentation, layout, semantics, and vision–language understanding; and structure-guided generative methods for scene completion, restyling, object insertion, and novel-view synthesis. A running indoor-tour example shows how 360° captures can be transformed into structured assets, enriched through generative editing, optimized for network delivery, and explored on desktop, mobile, and head-mounted devices. The tutorial emphasizes practical integration choices, performance and comfort constraints, hybrid client–cloud execution, and the limitations of current AI models when spatial consistency and real-time interaction are required. |
| 11:30 – 12:00 |
Coffee Break
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| 12:00 – 14:00 |
Paper Session 6:
Standards, Rendering and Spatial Computing
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| 14:30 – 16:00 |
Standards Sessions
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| Hall | |
|---|---|
| 08:30 – 11:30 |
Registration
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| 11:30 – 12:00 |
Coffee Break
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| 13:30 – 14:30 |
Lunch
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| 16:30 – 17:00 |
Coffee Break
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Thu, Oct 15th
| Room 01 | |
|---|---|
| 08:30 – 09:30 |
Keynote 3
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| 09:30 – 10:00 |
Web3D Consortium Townhall
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| 10:00 – 11:30 |
Panel Session
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| 11:30 – 12:00 |
Coffee Break
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| 12:00 – 12:30 |
Fast Forward: Lighting Demos
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| 12:30 – 13:00 |
Competitions: HANIM, AI and 3D Content Contest
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| 13:00 – 14:00 |
Awards Ceremony
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| 15:00 – 17:00 |
Metaverse Workshop
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| Hall | |
|---|---|
| 08:30 – 11:30 |
Registration
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| 11:30 – 12:00 |
Coffee Break
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| 14:00 – 15:00 |
Lunch
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