Dongyun Han, Heecheol Kim, Siyeon Bak, Chang-Guen Song, Sun-Jeong Kim, Isaac Cho
{"title":"Exploring the Effects of Olfactory Cues and Ventilation on Teleportation-based Navigation in VR.","authors":"Dongyun Han, Heecheol Kim, Siyeon Bak, Chang-Guen Song, Sun-Jeong Kim, Isaac Cho","doi":"10.1109/TVCG.2026.3747407","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3747407","url":null,"abstract":"<p><p>Spatial cognition supports how people interpret spatial relationships and navigate their surroundings. Although vision plays a dominant role, other sensory modalities, including olfaction, may also contribute under limited visual conditions. This paper investigates the role of olfactory cues in location recognition during virtual reality (VR) navigation. We conducted two formal studies using a wearable olfactory prototype. Study 1 examined whether olfactory cues and ventilation influenced users' recognition of encountered locations during teleportation- and dash-based navigation. Study 2 extended this investigation to repeated navigation and examined whether ventilation duration influenced recognition performance and user experience across successive movements. Results show that olfactory cues can support recognition of encountered locations during navigation, while ventilation was associated with reduced residual interference and improved usability. However, longer ventilation did not clearly improve recognition accuracy in repeated navigation. These findings suggest the potential of olfactory cues as contextual signals during VR navigation, while also highlighting the importance of scent management for maintaining perceptual clarity and user comfort.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149279052","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":"Comparing Pinch and Point Poses for Single-Stroke Drawing in Virtual Reality.","authors":"Tushar Billakanti, Jay Henderson","doi":"10.1109/TVCG.2026.3747460","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3747460","url":null,"abstract":"<p><p>This paper presents an investigation of bare-hand input for drawing single strokes in extended reality. Through two user studies, we compared two hand poses: pinch and point, across three surface types: a physical surface, a virtual surface, and no surface (free space). We evaluated the participant-produced strokes based on geometric and algebraic properties, performance, and subjective experience. Despite the common use of point poses for direct interaction with 2D content, our results showed that the pinch pose outperformed the point pose across most metrics. We discuss the strengths and limitations of each hand pose for bare-hand stroke input and provide insights into the role of surfaces in drawing tasks within extended reality.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149279047","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":"HALAS: On-Demand and AoI-Guided Explainability for Real-Time XR Analytics.","authors":"Boyang Li, Chongli Zhang, Chunsheng Wang, Ping Lu, Xiuquan Qiao, Yakun Huang","doi":"10.1109/TVCG.2026.3747276","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3747276","url":null,"abstract":"<p><p>Understanding user behavior in extended reality (XR) is often performed through post-hoc pipelines that log complete sessions and invoke large language models (LLMs) offline. Such pipelines incur substantial latency, bandwidth overhead, and unnecessary LLM inference costs, limiting continuous in session analytics. We present HALAS, a hierarchical, Analysis of-Interest (AoI)-guided analytics system that enables on-demand XR behavior analysis through a cloud-edge-device workflow. HALAS consists of (i) an on-device AoI-aware controller that estimates posterior AoI relevance from observed behavior evidence and retains behaviors that reach a calibrated threshold; (ii) edge-hosted lightweight models that generate low-latency context descriptions and behavioral insights for routine XR behaviors; (iii) a token-confidence gate that selectively routes uncertain cases to cloud LLMs through cascading inference; and (iv) a referent-delta transmission scheme that reuses transmitted object representations and sends incremental updates. Across controlled XR settings, HALAS maintains a mean first-insight B2I of 71.9 88.0 ms and 1.37-1.45 MB of uplink traffic. Its mean CoAScore remains within 0.19-0.30 points of the Na¨ ıve Online LLM and Explainable XR baselines, while avoiding their 6.3 s and 33.9 s de lays. HALAS achieves comparable insight quality to large-model processing while providing millisecond-scale responsiveness and low transmission overhead across the XR environments. The code is available at: https://github.com/liboyang696-debug/HALAS.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149279054","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}
Zixuan Guo, Jinyao Yang, Hangyu Zhou, Yan Zhang, Tingjie Wan, Xubo Yang
{"title":"Experiencing the Danger: Enhancing Chemical Accident Presentation in VR for Safety Education.","authors":"Zixuan Guo, Jinyao Yang, Hangyu Zhou, Yan Zhang, Tingjie Wan, Xubo Yang","doi":"10.1109/TVCG.2026.3746668","DOIUrl":"10.1109/TVCG.2026.3746668","url":null,"abstract":"<p><p>Chemical accidents pose substantial risks to personnel, surrounding communities, and the environment, underscoring the importance of effective safety education and training. Virtual reality (VR) provides immersive and risk-free simulations, yet many systems still prioritize realism, which may not always effectively support hazard perception. This study investigates how different accident presentations-Realistic versus Exaggerated-affect learners' perception, emotional responses, and safety-related learning in a $2 times 3$ mixed design across Spill, Fire, and Explosion scenarios. Results show that Exaggerated presentations enhance arousal, perceived risk, and safety awareness, while Realistic presentations support immersion and understanding of accident mechanisms. The three accident scenarios elicited distinct response patterns. These findings offer practical guidance for designing VR-based safety training and suggest broader applications for immersive educational environments.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149248091","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}
Yuqin Lu, Yihua Dai, Yang Zhou, Guiqing Li, Shengfeng He
{"title":"Unfolding 3D Gaussian Splatting via Iterative Gaussian Synopsis.","authors":"Yuqin Lu, Yihua Dai, Yang Zhou, Guiqing Li, Shengfeng He","doi":"10.1109/TVCG.2026.3746672","DOIUrl":"10.1109/TVCG.2026.3746672","url":null,"abstract":"<p><p>3D Gaussian Splatting (3DGS) has become a state-of-the-art framework for real-time, high-fidelity novel view synthesis. However, its substantial storage requirements and inherently unstructured representation pose challenges for deployment in streaming and resource-constrained environments. Existing Level-of-Detail (LOD) strategies, particularly those based on bottom-up construction, often introduce redundancy or lead to fidelity degradation. To overcome these limitations, we propose Iterative Gaussian Synopsis, a novel framework for compact and progressive rendering through a top-down \"unfolding\" scheme. Our approach begins with a full-resolution 3DGS model and iteratively derives coarser LODs using an adaptive, learnable mask-based pruning mechanism. This process constructs a multi-level hierarchy that preserves visual quality while improving efficiency. We integrate hierarchical spatial grids, which capture the global scene structure, with a shared Anchor Codebook that models localized details. This combination produces a compact yet expressive feature representation, designed to minimize redundancy and support efficient, level-specific adaptation. The unfolding mechanism promotes inter-layer reusability and requires only minimal data overhead for progressive refinement. Experiments show that our method maintains high rendering quality across all LODs while achieving substantial storage reduction. These results demonstrate the practicality and scalability of our approach for real-time 3DGS rendering in bandwidth- and memory-constrained scenarios.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149248061","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}
Yao Wang, Lin Zhang, Timo Huttner, Ying Zhang, Wilhelm Kerle-Malcharek, Karsten Klein, Falk Schreiber, Andreas Bulling
{"title":"Understanding and Enhancing Stereoscopic 3D Graph Perception with Eye Tracking.","authors":"Yao Wang, Lin Zhang, Timo Huttner, Ying Zhang, Wilhelm Kerle-Malcharek, Karsten Klein, Falk Schreiber, Andreas Bulling","doi":"10.1109/TVCG.2026.3746476","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3746476","url":null,"abstract":"<p><p>Immersive Analytics (IA) utilises stereoscopic 3D (S3D) graph visualisations in Virtual and Augmented Reality to harness spatial understanding and engagement beyond 2D screen displays. Despite growing research interest, little is known about how users perceive such structures, or how their gaze behaviour relates to task performance. We address this through a series of eye tracking studies on visual analytical tasks over S3D graphs in VR. Our first study, on single-layer graphs, reveals systematic links between gaze behaviour and task performance, with distinct exploration strategies across tasks. We then extend to multilayer graphs and show how their spatial arrangement and complexity reshape gaze behaviour. Finally, by mining the gaze patterns of successful analysts, we enhance the visualisations with targeted visual cues; in a follow-up study, these improve task correctness in the majority of trials. Overall, our findings deepen the understanding of graph perception in immersive environments, from single to complex multilayer structures, and demonstrate how eye tracking can both reveal reading strategies and inform S3D graph design through gaze-derived cues.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149248059","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":"The Rheology Gap: A Component-Level Benchmark for VR-to-Reality Motor Skill Transfer under Linear Haptic Simulation.","authors":"Zhiping Liu, Lu An","doi":"10.1109/TVCG.2026.3745621","DOIUrl":"10.1109/TVCG.2026.3745621","url":null,"abstract":"<p><p>Passivity constraints bound the impedance range that force-feedback devices can stably display, so real-time haptic training defaults to linear physics-typically a mass-spring-damper (MSD) model-although materials worth training on are nonlinear and non-Newtonian. We define this discrepancy as the rheology gap and ask which motor-skill components survive a deliberately linearized rendering of an artisanal dough-stretching task. A within-instance design held the task fixed while varying VR factors across five conditions ($N=378$); real-world transfer was assessed in a separate cohort ($n=90$) evaluated on authentic dough by blinded certified judges (AVPN-derived rubric), with published rheometry as the material force reference. Relative to video instruction, VR training produced a medium real-world benefit (Cohen's $d=0.76$): procedural and spatial components transferred, whereas material-specific force modulation did not-thickness uniformity ($-$41.6%) and process efficiency ($-$45.6%), the most rheology-sensitive components, showed the largest deficits. Non-informative force feedback impaired learning, and gains persisted at 24 h. Because conditions covary on several factors, effects are reported as composite. Our central contribution is a reproducible, component-level benchmark-task protocol, objective metrics, characterized linear baseline, and published-rheometry reference-on which any future nonlinear engine (FEM, MPM, XPBD, neural physics) can be scored under identical conditions, rendering simulation fidelity falsifiable. As a first application, a simulation-stage prototype rendering the calibrated strain-stiffening law under time-domain passivity control runs stably at 1 kHz and cuts force-fidelity error from 41.0% to 24.6% NRMSE. Pending closed-loop validation of the strain-stiffening hypothesis (offline $R^{2}=0.31$), current VR is best positioned as pre-apprenticeship scaffolding, not a substitute for physical practice.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149229602","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":"Error-Bounded Adaptive Generalized Winding Number Evaluation for B-Reps.","authors":"Jiajie Guo, Ming Li","doi":"10.1109/TVCG.2026.3744785","DOIUrl":"10.1109/TVCG.2026.3744785","url":null,"abstract":"<p><p>The generalized winding number (GWN) offers a robust solution for point membership classification (PMC), tolerating geometric imperfections such as non-watertight boundaries. While GWN evaluation on discrete representations (e.g., meshes) has demonstrated its efficiency, its computation on B-Reps with trimmed surfaces remains computationally expensive, hindering practical use. We present a fast GWN evaluation framework for B-Reps with bounded error. The key idea is to adaptively discretize boundary curves with explicit analysis on deviation bounds. With the consistent discrete representations, queries inside and outside the surface bounding boxes are distinguished, and errors on the shared curves of adjacent surfaces are canceled out. Queries outside surface bounding boxes are reduced to efficient mesh-based evaluations with bounded error, which further enables efficient spatial acceleration. In addition, an optimized spherical projection that is both fast and accurate is designed for the remaining queries in boxes. Numerical experiments demonstrate the approach's superior efficiency while avoiding misclassification, compared with SOTA GWN approaches, and classic open-source CAD kernel Open CASCADE.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149225632","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}
Cong Zhu, Yuhua Ge, Nenglun Chen, Kao Zhang, Peibei Cao, Zhigeng Pan
{"title":"Sketch2HOI: Sketch-Based Modeling of 3D Hand-Object Interaction with Hierarchical Attentive Fusion.","authors":"Cong Zhu, Yuhua Ge, Nenglun Chen, Kao Zhang, Peibei Cao, Zhigeng Pan","doi":"10.1109/TVCG.2026.3743494","DOIUrl":"10.1109/TVCG.2026.3743494","url":null,"abstract":"<p><p>Accurate modeling of 3D hand-object interactions plays a crucial role in modern 3D animation, serving as an essential component in animated movies and video game development. Traditional workflows require artists to manually adjust hand joints to create hand-object interactions, which is labor intensive and inefficient. We propose a novel framework for modeling 3D hand-object interactions from free-hand sketches. Our method generates physically plausible hand poses while ensuring precise alignment with user inputs. To achieve this, we introduce a pipeline that attentively integrates 2D sketch and 3D object information to model dexterous hand interactions. The core design principle is effective fusion of 2D and 3D features with explicit awareness of hand-object contact relationships. The overall framework mainly consists of three components, including a voxel-based feature fusion module for multi-modal representation, a hierarchical attentive prediction module for modeling long-range dependencies while capturing fine-grained details and a graph-based contact-aware adjustment module for refinement. Our method achieves strong performance and generalizes well to novel object categories. These components together yield a robust, user-friendly sketch-based 3D hand object interaction modeling system. Extensive experiments have verified the superiority of our proposed method compared with state-of-the-art works.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149186719","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":"Efficient Computation of Restricted Voronoi Diagrams Using Point-in-Cell Tests.","authors":"Yanyang Xiao, Juan Cao, Zhonggui Chen","doi":"10.1109/TVCG.2026.3742626","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3742626","url":null,"abstract":"<p><p>We present a novel and efficient method for computing restricted Voronoi diagrams-that is, Voronoi diagrams constrained by a given domain. The intersection of the domain with a Voronoi cell (domain-cell intersection) is obtained by successively clipping the domain against the cell boundaries. Unlike existing approaches, we introduce an edge-based search scheme to identify the clipping planes (bisectors). A point-in-cell test is first employed to determine whether a spatial point lies inside a target Voronoi cell. Subsequently, for each edge of the intermediate domain-cell intersection, a clipping operation is performed only when its two endpoints lie inside and outside the corresponding Voronoi cell, respectively, and the required bisector can be found via a few point-in-cell tests. Consequently, our method performs exclusively the clippings that contribute to the final result, offering a substantial advantage over state-of-the-art approaches. Furthermore, since each domain-cell intersection can be computed independently, we extend our method to GPUs for parallel Voronoi diagram computation. Experimental results demonstrate that our method consistently outperforms state-of-the-art approaches, irrespective of the site distribution.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-10-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149170070","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}