Track 06 – Visualization and Interaction
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Browsing Track 06 – Visualization and Interaction by Subject "Applied computing → Fine arts"
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Item Exploring Anamorphoses in Immersive Virtual Reality on the Web: Design and Challenges of the Anamorphic Gallery of Anamorphoses (AnGA)(The Eurographics Association, 2025) Menconero, Sofia; Amadei, Chiara Florise; Gosti, Giorgio; Fanini, Bruno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIn the field of art, anamorphosis is a perspective technique that produces two-dimensional images or three-dimensional installations whose form can be correctly perceived from a single viewpoint (the perspective projection centre), while appearing distorted and sometimes incomprehensible when viewed from other positions. Anamorphosis stands as one of the highest examples of how art and science have fruitfully interacted over the centuries. It has a long tradition, beginning with Renaissance perspective experiments, reaching its peak in 17th-century treatises, and maintaining a widespread legacy in contemporary artistic language. Anamorphic devices work by disrupting the physiological visual process, altering perception and stimulating the viewer's cognitive processes aimed at recognising forms in an interactive and dynamic manner. This physical and mental engagement makes the experience emotionally and intellectually stimulating, as it requires the effort to reconfigure the image and unveil its true meaning, creating a personal connection with the artwork. Despite the potential of immersive Virtual Reality (iVR) for experiencing anamorphic works due to their interactive and dynamic characteristics, as well as the unparalleled creative freedom offered by the virtual environment, the scientific literature has not extensively explored this field. Our contribution aims to propose the design and creation of a VR experience centred on the theme of anamorphosis, developed using the ATON framework within the H2IOSC project. The WebXR experience, titled ''Anamorphic Gallery of Anamorphoses'' (AnGA), is divided into two parts. The first part involves the exploration of an anamorphic space where the user must locate the perspective projection centre, the only point from which the anamorphosis appears undistorted. Once positioned at this point, the anamorphic environment gives way to the virtual environment generating the perspective projection. This virtual environment is a gallery showcasing various types of anamorphic devices (planar and spatial anamorphosis, tabula scalata, catoptric anamorphosis). Thus, AnGA has the dual purpose of providing users with an anamorphic experience and illustrating the main anamorphic mechanisms and their long history. The paper also addresses and discusses the challenges posed by binocular vision in exploring anamorphic spaces in iVR, which is based on perspective projection from a single point and, theoretically, achieves maximum effectiveness with monocular vision.Item Rediscovering Mural Paintings: Experiencing Medieval Art as Originally Conceived Through Historical Light Simulation(The Eurographics Association, 2025) Munoz-Pandiella, Imanol; Kaur-Singh, Manvir; Bosch, Carles; Andujar, Carlos; Pueyo, Xavier; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe lighting of Cultural Heritage artifacts plays a crucial role in how we perceive and consequently understand artworks. However, lighting is typically designed to enhance the experience of contemporary visitors, often diverging significantly from the original conditions and techniques under which these works were created. This disconnect between historical and modern lighting conditions makes it difficult to fully understand the original visual experience. This issue is particularly evident in the case of Romanesque paintings, which are now exhibited in well-lit museums, but were originally displayed in dimly lit churches. In this paper, we present a method to bridge this gap, focusing on the paintings of a Romanesque church. We achieve this by simulating the original lighting conditions. Our approach encompasses the entire pipeline, from acquiring data of equivalent historical light sources and computing natural lighting to performing physically based rendering for accurate light simulation. Additionally, we have developed a web application that allows users to inspect and compare the resulting HDR images using different tone mapping and luminance operators. Our work provides a valuable tool for art historians and the general public to explore different lighting hypotheses and gain a deeper understanding of the experience of visiting a medieval church as originally conceived.Item The Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat Mummy(The Eurographics Association, 2025) Gaugne, Ronan; Lacoche, Jérémy; Hays, Odile; Nicolas, Théophane; Gouranton, Valérie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper presents the design and evaluation of a twofold dissemination experience to enhance the scientific study of a cat mummy. The mummy is part of the archaeological collection of an art museum. It has undergone scientific analysis, resulting in a large amount of digital data collected via X-ray, CT and photogrammetry, leading to significant discoveries about the nature and history of the mummy. The first part of the dissemination approach resulted in the production of a 1:1 scale transparent copy, which gives visitors a clear view of the mummy's contents. It has joined the museum's collection and is now displayed alongside the original mummy. The object is both aesthetic and scientific. It was produced using an advanced 3D printing technique based on 3D data generated from segmentations of CT scan data. The second part consists of a VR-based experience proposed to the museum's visitors, highlighting the scientific process that has led to new knowledge and unresolved questions. The VR environment guides users through data production, exploration and analysis, enhancing interpretation. This VR experience was first showcased at an international XR event, and later at the museum's weekly events. Two user studies were conducted on these occasions, using subjective questionnaires to gather feedback. The first assessed the presence, usability and comfort of the VR experience. The second assessed the impact on dissemination. The results show a strong user interest in the scientific approach and confirm the public interest in this method. The experience is now routinely offered in the museum.