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Marzia Riso

dblp:276/2453 · DBLP profile ↗
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6ranked-venue papers
5as first author
5since 2021 · last 2026
0000-0001-7182-6342ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
direct manipulation
0.812024
Direct Manipulation of Procedural Implicit Surfaces · ACM Trans. Graph. 2024
Geometric modeling and processing › implicit surface
implicit surface modeling
0.812024
Direct Manipulation of Procedural Implicit Surfaces · ACM Trans. Graph. 2024
Geometric modeling and processing › shape modeling › shape editing › mesh editing
mesh booleans
0.612022
BoolSurf: Boolean Operations on Surfaces · ACM Trans. Graph. 2022
Geometric modeling and processing › shape modeling
surface modeling
0.612022
BoolSurf: Boolean Operations on Surfaces · ACM Trans. Graph. 2022
Interaction techniques and input
direct manipulation
0.212024
Direct Manipulation of Procedural Implicit Surfaces · ACM Trans. Graph. 2024
Geometric modeling and processing
mesh processing
0.212022
BoolSurf: Boolean Operations on Surfaces · ACM Trans. Graph. 2022

Methods — techniques the papers use, named apart from their topics

solver · 1.5co-parameterization · 1.5automatic differentiation · 1.5geodesic lines · 0.6bézier splines · 0.6boundary-sampled halfspaces · 0.6arrangement computation · 0.6
YearPublicationVenuePosition
2026 spEx: Structured Pattern Expansion with Diffusion Models
Marzia Riso, Giuseppe Vecchio, Fabio Pellacini
Comput. Graph.1
2024 Direct Manipulation of Procedural Implicit Surfaces
abstract
Procedural implicit surfaces are a popular representation for shape modeling. They provide a simple framework for complex geometric operations such as Booleans, blending and deformations. However, their editability remains a challenging task: as the definition of the shape is purely implicit, direct manipulation of the shape cannot be performed. Thus, parameters of the model are often exposed through abstract sliders, which have to be nontrivially created by the user and understood by others for each individual model to modify. Further, each of these sliders needs to be set one by one to achieve the desired appearance. To circumvent this laborious process while preserving editability, we propose to directly manipulate the implicit surface in the viewport. We let the user naturally interact with the output shape, leveraging points on a co-parameterization we design specifically for implicit surfaces, to guide the parameter updates and reach the desired appearance faster. We leverage our automatic differentiation of the procedural implicit surface to propagate interactions made by the user in the viewport to the shape parameters themselves. We further design a solver that uses such information to guide an intuitive and smooth user workflow. We demonstrate different editing processes across multiple implicit shapes and parameters that would be tedious by tuning sliders.
Marzia Riso, Élie Michel, Axel Paris, Valentin Deschaintre, Mathieu Gaillard, Fabio Pellacini
ACM Trans. Graph.1
2023 pEt: Direct Manipulation of Differentiable Vector Patterns
Marzia Riso, Fabio Pellacini
EGSR (ST)1
2022 pOp: Parameter Optimization of Differentiable Vector Patterns
abstract
Abstract Procedural materials are extensively used in computer graphics, since they provide editable, resolution‐independent representation of textures. However, tuning the parameters of procedural generators to achieve a desired result remains time‐consuming for users. Recently, inverse procedural material algorithms have been developed, exploiting differentiable rendering methods to find the parameters of a procedural model that match a target image. These approaches focus on raster textures. We propose pOp, a practical method for estimating the parameters of vector patterns, that are formed by collections of vector shapes arranged by an arbitrary procedural program. In our approach, patterns are defined as arbitrary programs, that control the translation, rotation and scale or vector graphics elements. We support elements typical of vector graphics, namely points, lines, circle, rounded rectangles, and quadratic Bèzier drawings, in multiple colors. We optimize the program parameters by automatically differentiating the signed distance field of the drawing, which we found to be significantly more reliable than using differentiable rendering of the final image. We demonstrate our method on a variety of cases, representing the variations found in structured vector patterns.
Marzia Riso, Davide Sforza, Fabio Pellacini
Comput. Graph. Forum1
2022 BoolSurf: Boolean Operations on Surfaces
abstract
We port Boolean set operations between 2D shapes to surfaces of any genus, with any number of open boundaries. We combine shapes bounded by sets of freely intersecting loops, consisting of geodesic lines and cubic Bézier splines lying on a surface. We compute the arrangement of shapes directly on the surface and assign integer labels to the cells of such arrangement. Differently from the Euclidean case, some arrangements on a manifold may be inconsistent. We detect inconsistent arrangements and help the user to resolve them. Also, we extend to the manifold setting recent work on Boundary-Sampled Halfspaces, thus supporting operations more general than standard Booleans, which are well defined on inconsistent arrangements, too. Our implementation discretizes the input shapes into polylines at an arbitrary resolution, independent of the level of resolution of the underlying mesh. We resolve the arrangement inside each triangle of the mesh independently and combine the results to reconstruct both the boundaries and the interior of each cell in the arrangement. We reconstruct the control points of curves bounding cells, in order to free the result from discretization and provide an output in vector format. We support interactive usage, editing shapes consisting up to 100k line segments on meshes of up to 1M triangles.
Marzia Riso, Giacomo Nazzaro, Enrico Puppo, Alec Jacobson, Qingnan Zhou, Fabio Pellacini
ACM Trans. Graph.1
2020 Virtual bowling: launch as you all were there!
abstract
This work proposes BowlingVR, an advanced Virtual Reality (VR) multiplayer game that tackles two main goals: the first one is to provide a realistic User eXperience (UX) to the user, by reproducing the dynamics and physical context of a real bowling challenge; the second one is to allow a remote, distributed, socially satisfying gameplay, providing the user the illusion of the real presence of the remote players. The prototype was evaluated using a modified version of SUXES, a kind of user interview schema that was originally devised for multimedia applications and that has been modified in order to better compare the responses of different users and get a more reliable estimation of user appreciation.
Maria De Marsico, Emanuele Panizzi, Francesca Romana Mattei, Antonio Musolino, Manuel Prandini, Marzia Riso, Davide Sforza
AVI6