Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3631702
Junyu Zhu, Hao Zhu, Sheng Wang, Zhan Ma, Xun Cao
Neural Radiance Fields (NeRF) have gained significant attention due to their precise reconstruction and rapid inference capabilities, making them highly promising for applications in virtual reality and gaming. However, extending NeRF's capabilities to dynamic scenes remains underexplored, particularly in ensuring consistent and coherent reconstructions across space, time, and viewing angles. To address this challenge, we propose Scale-NeRF, a novel approach that organizes the training of dynamic NeRFs as a progressive, scale-based refinement process, grounded in hierarchical Bayesian theory. Scale-NeRF begins by reconstructing the radiance fields using coarse, large-scale frames and iteratively refines them with progressively smaller-scale frames. This hierarchical strategy, combined with a corresponding sampling approach and a newly introduced structural loss, ensures consistency and integrity throughout the reconstruction process. Experiments on public datasets validate the superiority of Scale-NeRF over traditional methods, especially in terms of the proposed metrics evaluating spatial, angular, and temporal consistency. Furthermore, Scale-NeRF demonstrates excellent dynamic reconstruction capabilities with real-time rendering, offering a significant advancement for applications demanding both high fidelity and real-time performance.
{"title":"Hierarchical Bayesian Guided Spatial-, Angular- and Temporal-Consistent View Synthesis.","authors":"Junyu Zhu, Hao Zhu, Sheng Wang, Zhan Ma, Xun Cao","doi":"10.1109/TVCG.2025.3631702","DOIUrl":"10.1109/TVCG.2025.3631702","url":null,"abstract":"<p><p>Neural Radiance Fields (NeRF) have gained significant attention due to their precise reconstruction and rapid inference capabilities, making them highly promising for applications in virtual reality and gaming. However, extending NeRF's capabilities to dynamic scenes remains underexplored, particularly in ensuring consistent and coherent reconstructions across space, time, and viewing angles. To address this challenge, we propose Scale-NeRF, a novel approach that organizes the training of dynamic NeRFs as a progressive, scale-based refinement process, grounded in hierarchical Bayesian theory. Scale-NeRF begins by reconstructing the radiance fields using coarse, large-scale frames and iteratively refines them with progressively smaller-scale frames. This hierarchical strategy, combined with a corresponding sampling approach and a newly introduced structural loss, ensures consistency and integrity throughout the reconstruction process. Experiments on public datasets validate the superiority of Scale-NeRF over traditional methods, especially in terms of the proposed metrics evaluating spatial, angular, and temporal consistency. Furthermore, Scale-NeRF demonstrates excellent dynamic reconstruction capabilities with real-time rendering, offering a significant advancement for applications demanding both high fidelity and real-time performance.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1438-1451"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145508619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3632345
Daniel Rupp, Tim Weissker, Matthias Wolwer, Torsten W Kuhlen, Daniel Zielasko
Target-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of $14 frac{m}{s}$14ms (resulting in a maximal reach of $text{21.52 m}$21.52m) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection.
{"title":"How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality.","authors":"Daniel Rupp, Tim Weissker, Matthias Wolwer, Torsten W Kuhlen, Daniel Zielasko","doi":"10.1109/TVCG.2025.3632345","DOIUrl":"10.1109/TVCG.2025.3632345","url":null,"abstract":"<p><p>Target-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of $14 frac{m}{s}$14ms (resulting in a maximal reach of $text{21.52 m}$21.52m) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1864-1878"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145524848","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3621079
Jianxin Sun, David Lenz, Hongfeng Yu, Tom Peterka
Visualizing a large-scale volumetric dataset with high resolution is challenging due to the substantial computational time and space complexity. Recent deep learning-based image inpainting methods significantly improve rendering latency by reconstructing a high-resolution image for visualization in constant time on GPU from a partially rendered image where only a portion of pixels go through the expensive rendering pipeline. However, existing solutions need to render every pixel of either a predefined regular sampling pattern or an irregular sample pattern predicted from a low-resolution image rendering. Both methods require a significant amount of expensive pixel-level rendering. In this work, we provide Importance Mask Learning (IML) and Synthesis (IMS) networks, which are the first attempts to directly synthesize important regions of the regular sampling pattern from the user's view parameters, to further minimize the number of pixels to render by jointly considering the dataset, user behavior, and the downstream reconstruction neural network. Our solution is a unified framework to handle various types of inpainting methods through the proposed differentiable compaction/decompaction layers. Experiments show our method can further improve the overall rendering latency of state-of-the-art volume visualization methods using reconstruction neural network for free when rendering scientific volumetric datasets. Our method can also directly optimize the off-the-shelf pre-trained reconstruction neural networks without elongated retraining.
{"title":"Make the Fastest Faster: Importance Mask Synthesis for Interactive Volume Visualization Using Reconstruction Neural Networks.","authors":"Jianxin Sun, David Lenz, Hongfeng Yu, Tom Peterka","doi":"10.1109/TVCG.2025.3621079","DOIUrl":"10.1109/TVCG.2025.3621079","url":null,"abstract":"<p><p>Visualizing a large-scale volumetric dataset with high resolution is challenging due to the substantial computational time and space complexity. Recent deep learning-based image inpainting methods significantly improve rendering latency by reconstructing a high-resolution image for visualization in constant time on GPU from a partially rendered image where only a portion of pixels go through the expensive rendering pipeline. However, existing solutions need to render every pixel of either a predefined regular sampling pattern or an irregular sample pattern predicted from a low-resolution image rendering. Both methods require a significant amount of expensive pixel-level rendering. In this work, we provide Importance Mask Learning (IML) and Synthesis (IMS) networks, which are the first attempts to directly synthesize important regions of the regular sampling pattern from the user's view parameters, to further minimize the number of pixels to render by jointly considering the dataset, user behavior, and the downstream reconstruction neural network. Our solution is a unified framework to handle various types of inpainting methods through the proposed differentiable compaction/decompaction layers. Experiments show our method can further improve the overall rendering latency of state-of-the-art volume visualization methods using reconstruction neural network for free when rendering scientific volumetric datasets. Our method can also directly optimize the off-the-shelf pre-trained reconstruction neural networks without elongated retraining.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1481-1496"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145288006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3611315
Koen Meinds, Elmar Eisemann
Resampling of warped images has been a topic of research for a long time but only seldomly has focused on theoretically exact resampling. We present a resampling method for minification, applied on the texture mapping function of a 3D graphics pipeline, that is derived from sampling theory without making any approximations. Our method supports freely selectable 2D integratable prefilter (anti-aliasing) functions and uses a 2D box reconstruction filter. We have implemented our method both for CPU and GPU (OpenGL) using multiple prefilter functions defined by piece-wise polynomials. The correctness of our exact resampling method has been made plausible by comparing texture mapping results of our method with those of extreme supersampling. We additionally show how the prefilter of our method can also be applied for high quality polygon edge anti-aliasing. Since our proposed method does not use any approximations, up to numerical precision, it can be used as a reference for approximate texture mapping methods.
{"title":"Analytical Texture Mapping.","authors":"Koen Meinds, Elmar Eisemann","doi":"10.1109/TVCG.2025.3611315","DOIUrl":"10.1109/TVCG.2025.3611315","url":null,"abstract":"<p><p>Resampling of warped images has been a topic of research for a long time but only seldomly has focused on theoretically exact resampling. We present a resampling method for minification, applied on the texture mapping function of a 3D graphics pipeline, that is derived from sampling theory without making any approximations. Our method supports freely selectable 2D integratable prefilter (anti-aliasing) functions and uses a 2D box reconstruction filter. We have implemented our method both for CPU and GPU (OpenGL) using multiple prefilter functions defined by piece-wise polynomials. The correctness of our exact resampling method has been made plausible by comparing texture mapping results of our method with those of extreme supersampling. We additionally show how the prefilter of our method can also be applied for high quality polygon edge anti-aliasing. Since our proposed method does not use any approximations, up to numerical precision, it can be used as a reference for approximate texture mapping methods.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1941-1950"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145082825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3642878
Aashish Panta, Alper Sahistan, Xuan Huang, Amy A Gooch, Giorgio Scorzelli, Hector Torres, Patrice Klein, Gustavo A Ovando-Montejo, Peter Lindstrom, Valerio Pascucci
The massive data generated by scientists daily serve as both a major catalyst for new discoveries and innovations, as well as a significant roadblock that restricts access to the data. Our paper introduces a new approach to removing Big Data barriers and democratizing access to petascale data for the broader scientific community. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We enable FAIR (Findable, Accessible, Interoperable, and Reusable) access to datasets such as NASA's petascale climate datasets. Our paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction utilizes state-of-the art progressive compression algorithms and machine-learning insights to power scalable visualization dashboards for petascale data. The result provides users with the ability to identify extreme events or trends dynamically, expanding access to scientific data and further enabling discoveries. We validate our approach by improving the ability of climate scientists to visually explore their data via three fully interactive dashboards. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution. These dashboards, released in simplified form to the general public, contribute significantly to a broader push to democratize the access and use of climate data.
{"title":"Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics.","authors":"Aashish Panta, Alper Sahistan, Xuan Huang, Amy A Gooch, Giorgio Scorzelli, Hector Torres, Patrice Klein, Gustavo A Ovando-Montejo, Peter Lindstrom, Valerio Pascucci","doi":"10.1109/TVCG.2025.3642878","DOIUrl":"10.1109/TVCG.2025.3642878","url":null,"abstract":"<p><p>The massive data generated by scientists daily serve as both a major catalyst for new discoveries and innovations, as well as a significant roadblock that restricts access to the data. Our paper introduces a new approach to removing Big Data barriers and democratizing access to petascale data for the broader scientific community. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We enable FAIR (Findable, Accessible, Interoperable, and Reusable) access to datasets such as NASA's petascale climate datasets. Our paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction utilizes state-of-the art progressive compression algorithms and machine-learning insights to power scalable visualization dashboards for petascale data. The result provides users with the ability to identify extreme events or trends dynamically, expanding access to scientific data and further enabling discoveries. We validate our approach by improving the ability of climate scientists to visually explore their data via three fully interactive dashboards. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution. These dashboards, released in simplified form to the general public, contribute significantly to a broader push to democratize the access and use of climate data.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1806-1821"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145746267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3621633
Zheng Liu, Zhenyu Huang, Maodong Pan, Ying He
Diffusion-based generative models have achieved remarkable success in image restoration by learning to iteratively refine noisy data toward clean signals. Inspired by this progress, recent efforts have begun exploring their potential in 3D domains. However, applying diffusion models to point cloud denoising introduces several challenges. Unlike images, clean and noisy point clouds are characterized by structured displacements. As a result, it is unsuitable to establish a transform mapping in the forward phase by diffusing Gaussian noise, as this approach disregards the inherent geometric relationship between the point sets. Furthermore, the stochastic nature of Gaussian noise introduces additional complexity, complicating geometric reasoning and hindering surface recovery during the reverse denoising process. In this paper, we introduce a deterministic noise-free diffusion framework that formulates point cloud denoising as a two-phase residual diffusion process. In the forward phase, directional residuals are injected into clean surfaces to construct a degradation trajectory that encodes both local displacements and their global evolution. In the reverse phase, a U-Net-based network iteratively estimates and removes these residuals, effectively retracing the degradation path backward to recover the underlying surface. By decomposing the denoising task into directional residual computation and sequential refinement, our method enables faithful surface recovery while mitigating common artifacts such as over-smoothing and under-smoothing. Extensive experiments on synthetic and real-world datasets demonstrate that our method achieves state-of-the-art performance in both quantitative metrics and visual quality.
{"title":"Deterministic Point Cloud Diffusion for Denoising.","authors":"Zheng Liu, Zhenyu Huang, Maodong Pan, Ying He","doi":"10.1109/TVCG.2025.3621633","DOIUrl":"10.1109/TVCG.2025.3621633","url":null,"abstract":"<p><p>Diffusion-based generative models have achieved remarkable success in image restoration by learning to iteratively refine noisy data toward clean signals. Inspired by this progress, recent efforts have begun exploring their potential in 3D domains. However, applying diffusion models to point cloud denoising introduces several challenges. Unlike images, clean and noisy point clouds are characterized by structured displacements. As a result, it is unsuitable to establish a transform mapping in the forward phase by diffusing Gaussian noise, as this approach disregards the inherent geometric relationship between the point sets. Furthermore, the stochastic nature of Gaussian noise introduces additional complexity, complicating geometric reasoning and hindering surface recovery during the reverse denoising process. In this paper, we introduce a deterministic noise-free diffusion framework that formulates point cloud denoising as a two-phase residual diffusion process. In the forward phase, directional residuals are injected into clean surfaces to construct a degradation trajectory that encodes both local displacements and their global evolution. In the reverse phase, a U-Net-based network iteratively estimates and removes these residuals, effectively retracing the degradation path backward to recover the underlying surface. By decomposing the denoising task into directional residual computation and sequential refinement, our method enables faithful surface recovery while mitigating common artifacts such as over-smoothing and under-smoothing. Extensive experiments on synthetic and real-world datasets demonstrate that our method achieves state-of-the-art performance in both quantitative metrics and visual quality.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1822-1834"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145310424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3627171
Shadmaan Hye, Matthew P LeGendre, Katherine E Isaacs
In applications where efficiency is critical, developers may examine their compiled binaries, seeking to understand how the compiler transformed their source code and what performance implications that transformation may have. This analysis is challenging due to the vast number of disassembled binary instructions and the many-to-many mappings between them and the source code. These problems are exacerbated as source code size increases, giving the compiler more freedom to map and disperse binary instructions across the disassembly space. Interfaces for disassembly typically display instructions as an unstructured listing or sacrifice the order of execution. We design a new visual interface for disassembly code that combines execution order with control flow structure, enabling analysts to both trace through code and identify familiar aspects of the computation. Central to our approach is a novel layout of instructions grouped into basic blocks that displays a looping structure in an intuitive way. We add to this disassembly representation a unique block-based mini-map that leverages our layout and shows context across thousands of disassembly instructions. Finally, we embed our disassembly visualization in a web-based tool, DisViz, which adds dynamic linking with source code across the entire application. DizViz was developed in collaboration with program analysis experts following design study methodology and was validated through evaluation sessions with ten participants from four institutions. Participants successfully completed the evaluation tasks, hypothesized about compiler optimizations, and noted the utility of our new disassembly view. Our evaluation suggests that our new integrated view helps application developers in understanding and navigating disassembly code.
{"title":"Reimagining Disassembly Interfaces With Visualization: Combining Instruction Tracing and Control Flow With DisViz.","authors":"Shadmaan Hye, Matthew P LeGendre, Katherine E Isaacs","doi":"10.1109/TVCG.2025.3627171","DOIUrl":"10.1109/TVCG.2025.3627171","url":null,"abstract":"<p><p>In applications where efficiency is critical, developers may examine their compiled binaries, seeking to understand how the compiler transformed their source code and what performance implications that transformation may have. This analysis is challenging due to the vast number of disassembled binary instructions and the many-to-many mappings between them and the source code. These problems are exacerbated as source code size increases, giving the compiler more freedom to map and disperse binary instructions across the disassembly space. Interfaces for disassembly typically display instructions as an unstructured listing or sacrifice the order of execution. We design a new visual interface for disassembly code that combines execution order with control flow structure, enabling analysts to both trace through code and identify familiar aspects of the computation. Central to our approach is a novel layout of instructions grouped into basic blocks that displays a looping structure in an intuitive way. We add to this disassembly representation a unique block-based mini-map that leverages our layout and shows context across thousands of disassembly instructions. Finally, we embed our disassembly visualization in a web-based tool, DisViz, which adds dynamic linking with source code across the entire application. DizViz was developed in collaboration with program analysis experts following design study methodology and was validated through evaluation sessions with ten participants from four institutions. Participants successfully completed the evaluation tasks, hypothesized about compiler optimizations, and noted the utility of our new disassembly view. Our evaluation suggests that our new integrated view helps application developers in understanding and navigating disassembly code.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1729-1742"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145423755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3626741
Cheng Shang, Liang An, Tingting Li, Jiajun Zhang, Yuxiang Zhang, Jidong Tian, Yebin Liu, Xubo Yang
Recent advancements in rendering dynamic humans using NeRF and 3D Gaussian splatting have made significant progress, leveraging implicit geometry learning and image appearance rendering to create digital humans. However, in monocular video rendering, there are still challenges in rendering subtle and complex motion from different viewpoints and states, primarily due to the imbalance of viewpoints. Additionally, ensuring continuity between adjacent frames when rendering from novel and free viewpoints remains a difficult task. To address these challenges, we first propose a pixel-level motion correction module that adjusts the errors in the learned representation between different viewpoints. We also introduce a temporal information-based model to improve motion continuity by leveraging adjacent frames. Experimental results on dynamic human rendering, using the NeuMan, ZJU-Mocap, and People-Snapshot datasets, demonstrate that our method outperforms state-of-the-art techniques both quantitatively and qualitatively.
{"title":"Consistent 3D Human Reconstruction From Monocular Video: Learning Correctable Appearance and Temporal Motion Priors.","authors":"Cheng Shang, Liang An, Tingting Li, Jiajun Zhang, Yuxiang Zhang, Jidong Tian, Yebin Liu, Xubo Yang","doi":"10.1109/TVCG.2025.3626741","DOIUrl":"10.1109/TVCG.2025.3626741","url":null,"abstract":"<p><p>Recent advancements in rendering dynamic humans using NeRF and 3D Gaussian splatting have made significant progress, leveraging implicit geometry learning and image appearance rendering to create digital humans. However, in monocular video rendering, there are still challenges in rendering subtle and complex motion from different viewpoints and states, primarily due to the imbalance of viewpoints. Additionally, ensuring continuity between adjacent frames when rendering from novel and free viewpoints remains a difficult task. To address these challenges, we first propose a pixel-level motion correction module that adjusts the errors in the learned representation between different viewpoints. We also introduce a temporal information-based model to improve motion continuity by leveraging adjacent frames. Experimental results on dynamic human rendering, using the NeuMan, ZJU-Mocap, and People-Snapshot datasets, demonstrate that our method outperforms state-of-the-art techniques both quantitatively and qualitatively.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1895-1910"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145423732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3631385
Rim Rekik, Stefanie Wuhrer, Ludovic Hoyet, Katja Zibrek, Anne-Helene Olivier
Virtual human animations have a wide range of applications in virtual and augmented reality. While automatic generation methods of animated virtual humans have been developed, assessing their quality remains challenging. Recently, approaches introducing task-oriented evaluation metrics have been proposed, leveraging neural network training. However, quality assessment measures for animated virtual humans not generated with parametric body models have yet to be developed. In this context, we introduce a first such quality assessment measure leveraging a novel data-driven framework. First, we generate a dataset of virtual human animations together with their corresponding subjective realism evaluation scores collected with a user study. Second, we use the resulting dataset to learn predicting perceptual evaluation scores. Results indicate that training a linear regressor on our dataset results in a correlation of 90%, which outperforms a strong deep learning baseline.
{"title":"Quality Assessment of 3D Human Animation: Subjective and Objective Evaluation.","authors":"Rim Rekik, Stefanie Wuhrer, Ludovic Hoyet, Katja Zibrek, Anne-Helene Olivier","doi":"10.1109/TVCG.2025.3631385","DOIUrl":"10.1109/TVCG.2025.3631385","url":null,"abstract":"<p><p>Virtual human animations have a wide range of applications in virtual and augmented reality. While automatic generation methods of animated virtual humans have been developed, assessing their quality remains challenging. Recently, approaches introducing task-oriented evaluation metrics have been proposed, leveraging neural network training. However, quality assessment measures for animated virtual humans not generated with parametric body models have yet to be developed. In this context, we introduce a first such quality assessment measure leveraging a novel data-driven framework. First, we generate a dataset of virtual human animations together with their corresponding subjective realism evaluation scores collected with a user study. Second, we use the resulting dataset to learn predicting perceptual evaluation scores. Results indicate that training a linear regressor on our dataset results in a correlation of 90%, which outperforms a strong deep learning baseline.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1780-1792"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145508570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-02-01DOI: 10.1109/TVCG.2025.3636102
Rui Sheng, Zelin Zang, Jiachen Wang, Yan Luo, Zixin Chen, Yan Zhou, Shaolun Ruan, Huamin Qu
Cell state discovery is crucial for understanding biological systems and enhancing medical outcomes. A key aspect of this process is identifying distinct biomarkers that define specific cell states. However, difficulties arise from the co-discovery process of cell states and biomarkers: biologists often use dimensionality reduction to visualize cells in a two-dimensional space. Then they usually interpret visually clustered cells as distinct states, from which they seek to identify unique biomarkers. However, this assumption is often this assumption often fails to hold due to internal inconsistencies in a cluster, making the process trial-and-error and highly uncertain. Therefore, biologists urgently need effective tools to help uncover the hidden association relationships between different cell populations and their potential biomarkers. To address this problem, we first designed a machine-learning algorithm based on the Mixture-of-Experts (MoE) technique to identify meaningful associations between cell populations and biomarkers. We further developed a visual analytics system-CellScout-in collaboration with biologists, to help them explore and refine these association relationships to advance cell state discovery. We validated our system through expert interviews, from which we further selected a representative case to demonstrate its effectiveness in discovering new cell states.
{"title":"CellScout: Visual Analytics for Mining Biomarkers in Cell State Discovery.","authors":"Rui Sheng, Zelin Zang, Jiachen Wang, Yan Luo, Zixin Chen, Yan Zhou, Shaolun Ruan, Huamin Qu","doi":"10.1109/TVCG.2025.3636102","DOIUrl":"10.1109/TVCG.2025.3636102","url":null,"abstract":"<p><p>Cell state discovery is crucial for understanding biological systems and enhancing medical outcomes. A key aspect of this process is identifying distinct biomarkers that define specific cell states. However, difficulties arise from the co-discovery process of cell states and biomarkers: biologists often use dimensionality reduction to visualize cells in a two-dimensional space. Then they usually interpret visually clustered cells as distinct states, from which they seek to identify unique biomarkers. However, this assumption is often this assumption often fails to hold due to internal inconsistencies in a cluster, making the process trial-and-error and highly uncertain. Therefore, biologists urgently need effective tools to help uncover the hidden association relationships between different cell populations and their potential biomarkers. To address this problem, we first designed a machine-learning algorithm based on the Mixture-of-Experts (MoE) technique to identify meaningful associations between cell populations and biomarkers. We further developed a visual analytics system-CellScout-in collaboration with biologists, to help them explore and refine these association relationships to advance cell state discovery. We validated our system through expert interviews, from which we further selected a representative case to demonstrate its effectiveness in discovering new cell states.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":"1497-1512"},"PeriodicalIF":6.5,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145598446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}