Research

My main research question is how to create and explore very large and complex 3D datasets interactively, so that they can be better understood.

Within that question, my work has covered the different stages of the problem, from acquisition and data structures to rendering and interaction, with the focus shifting over the years, and has been applied in several fields. The lists below are examples rather than an inventory; the publications have the details.

Methods
  • Multiresolution and out-of-core data structures
  • High-performance and GPU programming
  • Ray tracing, compression and web-based rendering
  • Image-based acquisition and relighting
  • Machine learning for 3D reconstruction
  • …
Hardware
  • CPUs, GPUs and compute clusters
  • Cameras, light domes and 3D scanners
  • Multi-touch tables and natural interfaces
  • VR headsets, large displays and immersive rooms
  • Web browsers and mobile devices
  • …
Fields of application
  • Cultural heritage and archaeology
  • Particle physics and astronomy
  • Architecture, civil engineering and urbanism
  • Terrain and geospatial data
  • Museums, exhibitions and public installations
  • …

Research Activities

Committees & Editorial
Conference Chairing
  • Web3D: tutorials chair (2026), program chair (2023).
  • STAG: program chair (2026), thesis award committee (2022, 2023), best paper committee (2022), posters chair (2019).
  • Digital Heritage: session chair (2025).
  • EuroVis: fast-forward session chair (2015).
Reviewing
Teaching & Mentoring