{"title":"IEEE VR 2025 Introducing the Special Issue","authors":"Han-Wei Shen;Kiyoshi Kiyokawa;Maud Marchal","doi":"10.1109/TVCG.2025.3544902","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3544902","url":null,"abstract":"","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 5","pages":"x-x"},"PeriodicalIF":0.0,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10977647","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143883326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE Transactions on Visualization and Computer Graphics: 2025 IEEE Conference on Virtual Reality and 3D User Interfaces","authors":"","doi":"10.1109/TVCG.2025.3544911","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3544911","url":null,"abstract":"","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 5","pages":"xvii-xxix"},"PeriodicalIF":0.0,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10977056","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143883313","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE VR 2025 International Program Super Committee","authors":"","doi":"10.1109/TVCG.2025.3544901","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3544901","url":null,"abstract":"","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 5","pages":"xv-xvi"},"PeriodicalIF":0.0,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10977058","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143883312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE VR 2025 Message from the Program Chairs and Guest Editors","authors":"Daisuke Iwai;Luciana Nedel;Tabitha Peck;Voicu Popescu","doi":"10.1109/TVCG.2025.3544889","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3544889","url":null,"abstract":"In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the top papers from the 32nd IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2025), held March 8–12, 2025, in Saint-Malo, France.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 5","pages":"xi-xii"},"PeriodicalIF":0.0,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10977648","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143883297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE Transactions on Visualization and Computer Graphics: 2025 IEEE Conference on Virtual Reality and 3D User Interfaces","authors":"","doi":"10.1109/TVCG.2025.3544887","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3544887","url":null,"abstract":"","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 5","pages":"i-ii"},"PeriodicalIF":0.0,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10977055","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143883393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Stylizing Sparse-View 3D Scenes with Hierarchical Neural Representation.","authors":"Yifan Wang, Ang Gao, Yi Gong, Yuan Zeng","doi":"10.1109/TVCG.2025.3558468","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3558468","url":null,"abstract":"<p><p>3D scene stylization refers to generating stylized images of the scene at arbitrary novel view angles following a given set of style images while ensuring consistency when rendered from different views. Recently, a surge of 3D style transfer methods has been proposed that leverage the scene reconstruction power of a pre-trained neural radiance field (NeRF). To successfully stylize a scene this way, one must first reconstruct a photo-realistic radiance field from collected images of the scene. However, when only sparse input views are available, pre-trained few-shot NeRFs often suffer from high-frequency artifacts, which are generated as a by-product of high-frequency details for improving reconstruction quality. Is it possible to generate more faithful stylized scenes from sparse inputs by directly optimizing encoding-based scene representation with target style? In this paper, we consider the stylization of sparseview scenes in terms of disentangling content semantics and style textures. We propose a coarse-to-fine sparse-view scene stylization framework, where a novel hierarchical encoding-based neural representation is designed to generate high-quality stylized scenes directly from implicit scene representations. We also propose a new optimization strategy with content strength annealing to achieve realistic stylization and better content preservation. Extensive experiments demonstrate that our method can achieve high-quality stylization of sparse-view scenes and outperforms fine-tuning-based baselines in terms of stylization quality and efficiency.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143805205","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}
{"title":"Unified Smooth Vector Graphics: Modeling Gradient Meshes and Curve-based Approaches Jointly as Poisson Problem.","authors":"Xingze Tian, Tobias Gunther","doi":"10.1109/TVCG.2025.3558263","DOIUrl":"10.1109/TVCG.2025.3558263","url":null,"abstract":"<p><p>Research on smooth vector graphics is separated into two independent research threads: one on interpolationbased gradient meshes and the other on diffusion-based curve formulations. With this paper, we propose a mathematical formulation that unifies gradient meshes and curve-based approaches as solution to a Poisson problem. To combine these two well-known representations, we first generate a non-overlapping intermediate patch representation that specifies for each patch a target Laplacian and boundary conditions. Unifying the treatment of boundary conditions adds further artistic degrees of freedoms to the existing formulations, such as Neumann conditions on diffusion curves. To synthesize a raster image for a given output resolution, we then rasterize boundary conditions and Laplacians for the respective patches and compute the final image as solution to a Poisson problem. We evaluate the method on various test scenes containing gradient meshes and curve-based primitives. Since our mathematical formulation works with established smooth vector graphics primitives on the front-end, it is compatible with existing content creation pipelines and with established editing tools. Rather than continuing two separate research paths, we hope that a unification of the formulations will lead to new rasterization and vectorization tools in the future that utilize the strengths of both approaches.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143784663","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}
Daniel Ablett, Andrew Cunningham, Gun A Lee, Bruce H Thomas
{"title":"Simultaneous Presence Continuum: Portal Overlays for Overlapping Worlds in Virtual Reality.","authors":"Daniel Ablett, Andrew Cunningham, Gun A Lee, Bruce H Thomas","doi":"10.1109/TVCG.2025.3558178","DOIUrl":"10.1109/TVCG.2025.3558178","url":null,"abstract":"<p><p>This paper introduces the Simultaneous Presence (SP) Continuum, a novel concept designed to enhance the use of portals in virtual reality (VR) by understanding users' experiences across multiple environments. Portals traditionally provide access to secondary worlds, but their limited field of view (FoV) can hinder full engagement with these environments. To overcome this, we introduce portal overlays, which expand the portal's FoV by superimposing the secondary world over the user's view of the primary world. We explore several overlay techniques-Contours, Blended (Opacity and Stencil), and Absolute-to adjust user experience across the SP Continuum. The Contours overlay, renders only the edges of objects, offering a minimalistic view and immersion of the secondary world. The Blended overlay allows for adjustable immersion between worlds through opacity or the distribution of pixels. The Absolute overlay virtually immerses users completely in the secondary world. Importantly, these overlays are context-activated instead of always on, to suit situational needs. Our study revealed high SP was possible in both worlds, and overlays significantly impacted users' experiences on the SP Continuum. The Blended overlay provided balanced SP, while Contours had the highest primary presence but lower secondary presence. In contrast, the Absolute overlay, alternating full immersion between worlds, had the highest secondary presence but resulted in reduced primary presence, slower navigation and selection times, higher effort and frustration, and lower usability.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143784661","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}