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        "title": "Strokes2Deform: Physics-informed learning of deformation fields on 3D stroke clouds",
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        "abstract": "In the 3D architectural design process, deformation analysis of a designed object is a fundamental step. However, such a step is usually inaccessible to designers in the early sketching phase, limiting designers’ ability to reason about the shape’s structural stability. To bridge this gap, we propose Strokes2Deform, an end-to-end learning-based model that enables deformation-aware 3D sketching, requiring neither (surface) reconstruction nor (physical) simulation. Our physics-informed neural network takes as input a 3D sketch stroke cloud and user-specified boundary conditions, and directly predicts the induced deformation field on the 3D stroke cloud. Key to our method is: (i) a synthetic dataset of 40K 3D sketch–deformation pairs of architectural thin-shell structures and their corresponding deformation fields derived from Finite Element (FE) analysis, (ii) the use of fVDB to encode 3D sketch stroke clouds and their per-point features into sparse voxel grids with attributes, and leveraging its differentiable splatting and sampling operators for bidirectional point–voxel mappings, (iii) a dual-head neural network architecture that decouples deformation field prediction into unit-length displacement vectors and scalar displacement magnitudes, and (iv) our physics-informed loss functions derived from thin-shell deformation principles. We validate our method through extensive experiments, demonstrating accurate deformation prediction across sketches of varying complexity and strong agreement with reference deformations derived from FE simulations.",
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        "title": "High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization",
        "date": "2026-07-01",
        "abstract": "In this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are often restricted to high-end hardware and typically applied to only a small number of hero characters. Hair meshes have proven to be an efficient representation capable of handling a wide variety of groom styles, but existing mesh shader-based implementations still suffer from significant bottlenecks. In this work, we address these limitations with a software rasterization approach that improves performance and compatibility. Our method enables efficient far-field strand-based hair rendering—even at a single sample per pixel—by combining deferred shading with a strand filtering and reconstruction step, while requiring only minimal hardware support. To further enhance scalability, we introduce a level-of-detail (LOD) scheme that adapts hair representation and shading complexity based on viewing distance and screen-space coverage, reducing computational cost further while preserving visual fidelity. To the best of our knowledge, this is the first approach to achieve this combination of efficiency, flexibility, scalability, and broad hardware compatibility.",
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        "title": "Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs",
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        "abstract": "Parametric functions are an extremely efficient representation for 3D geometry, capable of compactly modelling highly complex objects. Once specified, parametric 3D objects allow for visualization at arbitrary levels of detail (LOD), at no additional memory cost, limited only by the amount of evaluated samples. However, mapping the sample evaluation to the hardware rendering pipelines of modern graphics processing units (GPUs) is not trivial. In this article, we propose a general method for efficient rendering of parametrically-defined 3D objects on modern hardware architectures. Our method adaptively analyzes, allocates and evaluates parametric function samples to produce high-quality renderings. Geometric precision can be modulated from few pixels down to sub-pixel level, enabling real-time frame rates of several 100 frames per second (FPS) for various parametric functions. We propose a dedicated LOD stage, which outputs patches of similar geometric detail to a subsequent rendering stage that uses either a hardware tessellation-based approach or performs point-based software rasterization. Our method requires neither preprocessing nor caching, and the proposed LOD mechanism is fast enough to run each frame. Hence, our approach also lends itself to animated parametric objects. We demonstrate the benefits of our method over a state-of-the-art spherical harmonics (SH) glyph rendering method and over classical LOD approaches, while showing its flexibility on a range of other demanding shapes.",
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        "abstract": "This paper presents a CUDA-based software rasterizer capable of rendering up to a billion unique triangles, or up to 4 billion instanced triangles, in real time at 60 fps on an RTX 5090. By specifically targeting dense, opaque meshes, our approach is able to outperform the native GPU rasterization pipeline in these scenarios. The resulting performance enables rapid loading and visualization of massive triangle datasets without requiring precomputed spatial acceleration or level-of-detail structures, and supports applications such as efficient editing of large-scale geometry. While the method is primarily designed for dense meshes that generate pixel-sized triangles, we additionally introduce a three-stage pipeline to handle larger primitives. The source code is available at: https://github.com/m-schuetz/CuRast",
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        "title": "Predicting Deformation Fields on 3D Stroke Clouds",
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        "abstract": "Deformation analysis is typically performed only after geometric modeling in design workflows, depriving designers of this physical insight during the early sketching phase, when the design has the highest optimization potential. To bridge this gap, we propose a physics-informed neural model that takes as input a 3D sketch stroke cloud and user-specified boundary conditions, and directly predicts the induced 3D deformation field on the stroke cloud without requiring reconstruction-and-simulation. To represent unstructured 3D sketches and user-annotated boundary conditions in a form suitable for learning, we use fVDB to encode stroke clouds into sparse voxel grids and leverage its differentiable splatting and sampling operators for bidirectional point–voxel mappings. Trained on our synthetic dataset of architectural thin-shell sketch–deformation pairs, our dual-head model predicts per-point displacement magnitudes and unit-length vectors, and is optimized using physics-informed loss terms inspired by stretching and bending as the two modes of deformation.",
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        "title": "Informed Patch Sampling for 3D Medical Image Reconstruction",
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        "abstract": "Efficient analysis and processing of 3D volumes are crucial in clinical practice. A common task in 3D medical image processing is object segmentation, where objects of interest are delineated. However, segmenting large volumetric scans requires substantial memory and computational power, making end-to-end segmentation both memory- and computationally intensive. A potential solution to reduce these costs is to select only a subset of the input, segment this subset, and estimate the values of the remaining regions by reconstructing them from the segmented subset. Our hypothesis is that the choice of subset influences reconstruction performance, with some regions of the input volume being more informative for reconstruction than others. To test this hypothesis, we propose a neural network capable of identifying subsets that contribute most to accurate reconstruction. To simplify the process and focus on the core task, we assume that binary segmentations of the objects of interest are provided and select subsets directly from them, reconstructing the original binary segmentations afterwards. We build our neural network upon an existing point cloud-based network that learns to select representative points, and integrate it into a novel end-to-end pipeline for reconstructing full volumes from limited input data. We modify the original point cloud–based loss function to operate on voxel grid data and introduce conversion and extraction mechanisms that enable transitions between voxel grid and point cloud representations. Our proposed pipeline first converts the input voxel grid into a point cloud representation to enable efficient geometric processing. A neural network architecture then processes the point cloud and predicts a set of candidate centers for volumetric patches. These predicted centers are subsequently used to extract the output patch set, which is then fed to the downstream reconstruction network. We evaluate our pipeline on two datasets of medical shape segmentations with varying geometrical complexity. Our experiments show that the proposed learned sampler identifies informative regions, which support reconstruction performance, especially for complex shapes and limited spatial context. We further evaluate the effect of reconstruction network quality across different input configurations, varying patch size and number of patches, and show that our approach is effective when reconstruction accuracy is poor or when the input shape has complex geometry. Finally, we analyze the computations and memory demands of the proposed pipeline, showing that the additional overhead remains under 1 GB of memory and 0.5 s of extra computation, making the method suitable for deployment in resource-limited environments.",
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        "title": "3D Style Transfer: Lifting 2D Methods to 3D and Enabling Interactive Guidance",
        "date": "2026",
        "abstract": "3D style transfer refers to altering the visual appearance of 3D objects and scenes to match a given (artistic) style, usually provided as an image. 3D style transfer presents significant potential in streamlining the creation of 3D assets such as game environment props, VFX elements, or largescale virtual scenes. However, it faces challenges such as ensuring multi-view consistency, respecting computational and memory constraints, and enabling artist control. In this dissertation, we propose three methods that aim at stylizing 3D assets while addressing these challenges. We focus on optimization-based methods due to the higher quality of results compared to single-pass methods. 0ur contributions advance the state-of-the-art by introducing: (i) novel surface-aware CNN operators for direct mesh texturing, (ii) the first Gaussian Splatting (GS) method capable of transferring both high-frequency details and large scale patterns, and (iii) an interactive method that allows directional and region-based control over the stylization process. Each of these methods outperforms existing baselines in visual fidelity and robustness. Across three complementary projects, we explore different facets of 3D style transfer. In the first project, we propose a method that creates textures directly on the surface of a mesh. By replacing the standard 2D convolution and pooling layers in a pre-trained 2D CNN with surface-based operations, we achieve seamless, multi-view-consistent texture synthesis without relying on proxy 2D images. In the second project, we transfer both high-frequency and large-scale patterns using GS, while addressing representation-specific artifacts such as oversized or elongated Gaussians. Furthermore, we design a style loss capable of transferring style patterns at multiple scales, resulting in visually appealing stylized scenes that preserve both intricate details and large-scale motifs. In the third project, we propose an interactive method that allows users to guide stylization by drawing lines to control pattern direction, and painting regions on both the 3D surface and style image to specify where and how specific style patterns should be applied. Through our extensive qualitative and quantitative evaluations, we show that our methods surpass state-of-the-art techniques. We also demonstrate their robustness across diverse 3D objects, scenes, and styles, highlighting the flexibility of the presented methods. Future work may explore extensions such as geometry modification for style-driven shape changes, more efficient !arge-scale pattern synthesis, temporal coherence in dynamic or video-based scenes, and refined interactive controls informed by direct artist feedback to better integrate creative intent into the stylization pipeline.",
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        "id": "siemers-2026-ibl",
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        "title": "Image Based Level-of-Detail Construction for Novel View Synthesis",
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        "abstract": "This thesis presents a coarse-to-fine optimisation method for 3D Gaussian Splatting(3DGS) that constructs a Level of Detail (LoD) hierarchy during optimisation, which can be rendered selectively. By gradually adjusting the resolution, the method reduces computational effort, speeds up optimisation and generates a LoD hierarchy in the process.Based on the sampling rate, defined as the ratio of the resolution at which the model was optimised to that at which it is viewed, a selective rendering method is presented. Selective rendering reduces the number of primitives processed and mitigates aliasing errors, at the cost of increased memory usage on the Graphics Processing Unit (GPU) due to multiple independent LoD levels. The method is evaluated using 3DGS and Elliptical Weighted Average (EWA)-filtering as a basis for comparison on common 360◦ and aerialimage datasets, with a focus on low-resolution renderings and distant viewpoints.The results show that the method speeds up optimisation and reduces the number of processed primitives. Particularly for distant or low-resolution views, images are generated more quickly, and aliasing errors are reduced. At full resolution, the visual quality remains approximately the same as the baseline. Although the method requires additional GPU memory during rendering, it offers a practical approach to faster optimisation of more compact models that are rendered with reduced aliasing.",
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        "title": "Visual Analytics Support for Chemotherapy Treatment Response Prediction in Breast Cancer Patients",
        "date": "2026",
        "abstract": "Predicting treatment response in breast cancer patients undergoing neoadjuvant chemotherapy remains challenging, due to the substantial variation in how tumors respond to treatment. This thesis investigates whether mathematical tumor growth modeling, specifically the Simeoni model, can enhance a typical radiomics-based treatment response classification analysis. We analyzed Diffusion Weighted Imaging (DWI) data from 162 patients in the ACRIN6698 trial across four imaging timepoints during their treatment, extracted 428 radiomic features and 15 Simeoni-derived mechanistic features, and trained 116 Random Forest model configurations across different feature sets and timepoint combinations using Leave-One-Out Cross-Validation for five-class treatment response classification. An interactive visual analytics dashboard was finally developed for the systematic exploration of the experimental space. The best model achieved 90.1% accuracy using radiomics-only features from all four imaging timepoints. Combined models with Simeoni features consistently underperformed, with accuracy reductions ranging from 2.4% to 6.2%. Multi-timepoint imaging was the strongest predictor of accuracy, increasing performance from 71.6% with baseline data to 90.1% with all timepoints. Statistical analysis confirmed that Simeoni features are redundant with multi-timepoint radiomic features rather than being complementary. For clinical application, radiomics-only models are recommended for treatment response classification. The Simeoni model provides biological insight into tumor dynamics but does not enhance classification performance.",
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        "tu_id": null,
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        "title": "Visgames 2026: EuroVis Workshop on Visualization Play, Games, and Activities",
        "date": "2026",
        "abstract": "We are happy to announce that the second Workshop on Visualization, Play, Games, and Activities: Vis-Games will take place as part of the EuroVis Conference on June 8, 2026, in Nottingham, UK.\nVisGames explores how visualization games and playful activities can be used beyond education as tools for communication, co-creation, and collaborative problem-solving. With this workshop, we aim to high-light innovative approaches that foster idea generation, support decision-making, engage stakeholders, and evaluate visualization design through interactive and game-based methods.",
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        "editor": "Stoiber, Christina and Filipov, Velitchko and Amabili, Lorenzo and Keck, Mandy and Raidou, Renata Georgia and Wu, Hsiang-Yun and Boucher, Magdalena and Kriglstein, Simone and De-Jesus-Oliveira, Victor-Adriel",
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