SearcharxivSearch

arXiv subjects

Renata G. Raidou

Publications and source records attributed to Renata G. Raidou.

7 recordsLinked to original sources

AI-Centered Grand Challenges in Visual Analytics for Healthcare: Synthesizing the VAHC 2025 Community Experience

The intersection of AI, healthcare, and visualization is evolving rapidly, posing challenges that cut across disciplinary boundaries and resist easy resolution. The Visual Analytics in Healthcare workshop (VAHC), co-located every other year at the IEEE VIS conference and the AMIA (American Medical Informatics Association) annual conference, has served as a forum to connect the visualization and medical informatics community since 2010. In 2025, to celebrate the 16th edition, we used the workshop as an opportunity to consolidate the community's collective experience (and expertise) and identify Grand Challenges where the field should prioritize going forward. We combined thematic coding of the 15 accepted VAHC workshop papers with structured group discussions among more than 40 participants, organized around three major themes: "Technical innovation vs. clinical reality", "Human-centered and scalable VAHC", and "From foundations to actionable insights", followed by post-workshop reflexive analysis. Across all three groups, AI emerged as the most consistently recurring concern. In this paper, we report our AI-centered insights from the VAHC 2025 group activity, contextualize them against the broader literature along five Grand Challenges themes, and distill them into five challenge clusters, each concluded with recommendations for future research directions that cross disciplinary boundaries: (1) trust and bias, (2) data and infrastructure, (3) explainability and communication, (4) human-AI interaction, and (5) model reliability and validation. We share these challenges and their associated research directions as a starting point for discussion and collaboration across the healthcare, AI, and visualization communities. All supplemental materials are available at https://osf.io/p79uj.

cs.HC

Style Brush: Guided Style Transfer for 3D Objects

We introduce Style Brush, a novel style transfer method for textured meshes designed to empower artists with fine-grained control over the stylization process. Our approach extends traditional 3D style transfer methods by introducing a novel loss function that captures style directionality, supports multiple style images or portions thereof, and enables smooth transitions between styles in the synthesized texture. The use of easily generated guiding textures streamlines user interaction, making our approach accessible to a broad audience. Extensive evaluations with various meshes, style images, and contour shapes demonstrate the flexibility of our method and showcase the visual appeal of the generated textures.

cs.GR

G-Style: Stylized Gaussian Splatting

We introduce G-Style, a novel algorithm designed to transfer the style of an image onto a 3D scene represented using Gaussian Splatting. Gaussian Splatting is a powerful 3D representation for novel view synthesis, as -- compared to other approaches based on Neural Radiance Fields -- it provides fast scene renderings and user control over the scene. Recent pre-prints have demonstrated that the style of Gaussian Splatting scenes can be modified using an image exemplar. However, since the scene geometry remains fixed during the stylization process, current solutions fall short of producing satisfactory results. Our algorithm aims to address these limitations by following a three-step process: In a pre-processing step, we remove undesirable Gaussians with large projection areas or highly elongated shapes. Subsequently, we combine several losses carefully designed to preserve different scales of the style in the image, while maintaining as much as possible the integrity of the original scene content. During the stylization process and following the original design of Gaussian Splatting, we split Gaussians where additional detail is necessary within our scene by tracking the gradient of the stylized color. Our experiments demonstrate that G-Style generates high-quality stylizations within just a few minutes, outperforming existing methods both qualitatively and quantitatively.

cs.GR

Investigating the Effect of Operation Mode and Manifestation on Physicalizations of Dynamic Processes

We conducted a study to systematically investigate the communication of complex dynamic processes along a two-dimensional design space, where the axes represent a representation's manifestation (physical or virtual) and operation (manual or automatic). We exemplify the design space on a model embodying cardiovascular pathologies, represented by a mechanism where a liquid is pumped into a draining vessel, with complications illustrated through modifications to the model. The results of a mixed-methods lab study with 28 participants show that both physical manifestation and manual operation have a strong positive impact on the audience's engagement. The study does not show a measurable knowledge increase with respect to cardiovascular pathologies using manually operated physical representations. However, subjectively, participants report a better understanding of the process-mainly through non-visual cues like haptics, but also auditory cues. The study also indicates an increased task load when interacting with the process, which, however, seems to play a minor role for the participants. Overall, the study shows a clear potential of physicalization for the communication of complex dynamic processes, which only fully unfold if observers have to chance to interact with the process.

cs.HC

Surface-aware Mesh Texture Synthesis with Pre-trained 2D CNNs

Mesh texture synthesis is a key component in the automatic generation of 3D content. Existing learning-based methods have drawbacks -- either by disregarding the shape manifold during texture generation or by requiring a large number of different views to mitigate occlusion-related inconsistencies. In this paper, we present a novel surface-aware approach for mesh texture synthesis that overcomes these drawbacks by leveraging the pre-trained weights of 2D Convolutional Neural Networks (CNNs) with the same architecture, but with convolutions designed for 3D meshes. Our proposed network keeps track of the oriented patches surrounding each texel, enabling seamless texture synthesis and retaining local similarity to classical 2D convolutions with square kernels. Our approach allows us to synthesize textures that account for the geometric content of mesh surfaces, eliminating discontinuities and achieving comparable quality to 2D image synthesis algorithms. We compare our approach with state-of-the-art methods where, through qualitative and quantitative evaluations, we demonstrate that our approach is more effective for a variety of meshes and styles, while also producing visually appealing and consistent textures on meshes.

cs.GR

Nested Papercrafts for Anatomical and Biological Edutainment

In this paper, we present a new workflow for the computer-aided generation of physicalizations, addressing nested configurations in anatomical and biological structures. Physicalizations are an important component of anatomical and biological education and edutainment. However, existing approaches have mainly revolved around creating data sculptures through digital fabrication. Only a few recent works proposed computer-aided pipelines for generating sculptures, such as papercrafts, with affordable and readily available materials. Papercraft generation remains a challenging topic by itself. Yet, anatomical and biological applications pose additional challenges, such as reconstruction complexity and insufficiency to account for multiple, nested structures--often present in anatomical and biological structures. Our workflow comprises the following steps: (i) define the nested configuration of the model and detect its levels, (ii) calculate the viewpoint that provides optimal, unobstructed views on inner levels, (iii) perform cuts on the outer levels to reveal the inner ones based on the viewpoint selection, (iv) estimate the stability of the cut papercraft to ensure a reliable outcome, (v) generate textures at each level, as a smart visibility mechanism that provides additional information on the inner structures, and (vi) unfold each textured mesh guaranteeing reconstruction. Our novel approach exploits the interactivity of nested papercraft models for edutainment purposes.

cs.GR

Slice and Dice: A Physicalization Workflow for Anatomical Edutainment

During the last decades, anatomy has become an interesting topic in education---even for laymen or schoolchildren. As medical imaging techniques become increasingly sophisticated, virtual anatomical education applications have emerged. Still, anatomical models are often preferred, as they facilitate 3D localization of anatomical structures. Recently, data physicalizations (i.e., physical visualizations) have proven to be effective and engaging---sometimes, even more than their virtual counterparts. So far, medical data physicalizations involve mainly 3D printing, which is still expensive and cumbersome. We investigate alternative forms of physicalizations, which use readily available technologies (home printers) and inexpensive materials (paper or semi-transparent films) to generate crafts for anatomical edutainment. To the best of our knowledge, this is the first computer-generated crafting approach within an anatomical edutainment context. Our approach follows a cost-effective, simple, and easy-to-employ workflow, resulting in assemblable data sculptures (i.e., semi-transparent sliceforms). It primarily supports volumetric data (such as CT or MRI), but mesh data can also be imported. An octree slices the imported volume and an optimization step simplifies the slice configuration, proposing the optimal order for easy assembly. A packing algorithm places the resulting slices with their labels, annotations, and assembly instructions on a paper or transparent film of user-selected size, to be printed, assembled into a sliceform, and explored. We conducted two user studies to assess our approach, demonstrating that it is an initial positive step towards the successful creation of interactive and engaging anatomical physicalizations.

cs.GR