VLDB 2026 Research / reviewers in the wild / expert
Marco Livesu
dblp:39/9380
· DBLP profile ↗
34ranked-venue papers
17as first author
13since 2021 · last 2024
0000-0002-4688-7060ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 34 · 17 first-author · 13 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Advancing Front Surface MappingabstractAbstract We present Advancing Front Mapping (AFM), a novel algorithm for the computation of injective maps to simple planar domains. AFM is inspired by the advancing front meshing paradigm, which is here revisited to operate on two embeddings at once, becoming a tool for compatible mesh generation. AFM extends the capabilities of existing robust approaches, supporting a broader set of embeddings (star‐shaped polygons) with a direct approach, without resorting to intermediate constructions. Our method only relies on two topological operators (split and flip) and on the computation of segment intersections, thus permitting to compute a valid embedding without solving any numerical problem. AFM is therefore easy to implement, debug and deploy. This article is mainly focused on the presentation of the compatible advancing front idea and on the demonstration that the algorithm provably converges to an injective map. We also complement our theoretical analysis with an extensive practical validation, executing more than one billion advancing front moves on 36K mapping tasks. Marco Livesu |
Comput. Graph. Forum | 1 |
| 2024 | Stripe Embedding: Efficient Maps with Exact Numeric ComputationabstractWe consider the fundamental problem of injectively mapping a surface mesh with disk topology onto a boundary constrained convex domain. We start from the basic observation that mapping a strip of triangles onto a rectangular shape always yields a valid embedding, if the vertices that bound the strip are sorted coherently along the sides of the rectangle. Based on this intuition, we propose a straightforward algorithm, called Stripe Embedding, that operates by decomposing the input mesh into a set of triangle strips and then embeds each strip into the target domain by means of linear interpolation between two previously embedded vertices. Thanks to its simplicity, Stripe Embedding is extremely efficient and permits to switch to an exact implementation without almost increasing its running times. Stripe Embedding is up to three orders of magnitude faster than the Tutte embedding for same numerical model and, even when implemented with costly rational numbers, it is faster than any floating point implementation of prior methods at any scale. Marco Livesu |
ACM Trans. Graph. | 1 |
| 2023 | Exploration of 3D motorcycle complexes from hexahedral meshesabstractShape decompositions that are guided by a motorcycle graph endow topological properties that are relevant for many engineering applications, such as T-spline fitting, shape compression and structured mesh generation. While for the surface case this is a widely studied and well-established construction, the concept of motorcycle graph was lifted to volumes only recently (Brückler et al., 2021). Due to this recent introduction, the generation of volumetric motorcycle graphs that fulfill application dependent criteria, such as minimal number of blocks or high approximation capabilities, is still an open problem. In this article we study and compare two alternative approaches to the computation of volume shape decompositions guided by a motorcycle graph. The proposed methodologies are designed to optimize alternative application-dependent quality criteria and, overall, perform better than prior art in most of the cases. Erkan Gunpinar, Marco Livesu, Marco Attene |
Comput. Graph. | 2 |
| 2023 | Towards a robust and portable pipeline for quad meshing: Topological initialization of injective integer grid mapsabstractInteger Grid Maps (IGMs) are a class of mappings characterized by integer isolines that align up to unit translations and rotations of multiples of 90 degrees. They are widely used in the context of remeshing, to lay a quadrilateral grid onto the mapped surface. The presence of both discrete and continuous degrees of freedom makes the computation of IGMs extremely challenging. In particular, solving for all degrees of freedom altogether leads to a mixed-integer problem that is known to be NP-Hard. Such a problem can only be solved heuristically, occasionally failing to produce a valid quadrilateral mesh. In this paper we propose a simple topological construction that allows to reduce the problem of computing a valid IGM to the one of mapping a topological disk to a convex domain. This is a much easier problem to deal with, because it completely removes the integer constraints, permitting to obtain a provably injective parameterization that is guaranteed to incorporate all the correct integer transitions with a simple linear solve. Not only the proposed algorithm is easy to implement, but it is also independent from costly numerical solvers that are unavoidable in existing quadmeshing pipelines, preventing their exploitation in open source or low-budget projects. Despite provably correct, the so generated maps contain a considerable amount of geometric distortion and a poor quad connectivity, making this technique more suitable for a robust initialization rather than for the computation of an application-ready IGM. In the article we present the details of our construction, also analyzing its geometric and topological properties. Marco Livesu |
Comput. Graph. | 1 |
| 2023 | VOLMAP: a Large Scale Benchmark for Volume Mappings to Simple Base DomainsabstractAbstract Correspondences between geometric domains (mappings) are ubiquitous in computer graphics and engineering, both for a variety of downstream applications and as core building blocks for higher level algorithms. In particular, mapping a shape to a convex or star‐shaped domain with simple geometry is a fundamental module in existing pipelines for mesh generation, solid texturing, generation of shape correspondences, advanced manufacturing etc. For the case of surfaces, computing such a mapping with guarantees of injectivity is a solved problem. Conversely, robust algorithms for the generation of injective volume mappings to simple polytopes are yet to be found, making this a fundamental open problem in volume mesh processing. VOLMAP is a large scale benchmark aimed to support ongoing research in volume mapping algorithms. The dataset contains 4.7K tetrahedral meshes, whose boundary vertices are mapped to a variety of simple domains, either convex or star‐shaped. This data constitutes the input for candidate algorithms, which are then required to position interior vertices in the domain to obtain a volume map. Overall, this yields more than 22K alternative test cases. VOLMAP also comprises tools to process this data, analyze the resulting maps, and extend the dataset with new meshes, boundary maps and base domains. This article provides a brief overview of the field, discussing its importance and the lack of effective techniques. We then introduce both the dataset and its major features. An example of comparative analysis between two existing methods is also present. Gianmarco Cherchi, Marco Livesu |
Comput. Graph. Forum | 2 |
| 2023 | HexBox: Interactive Box Modeling of Hexahedral MeshesabstractAbstract We introduce HexBox, an intuitive modeling method and interactive tool for creating and editing hexahedral meshes. Hexbox brings the major and widely validated surface modeling paradigm of surface box modeling into the world of hex meshing. The main idea is to allow the user to box‐model a volumetric mesh by primarily modifying its surface through a set of topological and geometric operations. We support, in particular, local and global subdivision, various instantiations of extrusion, removal, and cloning of elements, the creation of non‐conformal or conformal grids, as well as shape modifications through vertex positioning, including manual editing, automatic smoothing, or, eventually, projection on an externally‐provided target surface. At the core of the efficient implementation of the method is the coherent maintenance, at all steps, of two parallel data structures: a hexahedral mesh representing the topology and geometry of the currently modeled shape, and a directed acyclic graph that connects operation nodes to the affected mesh hexahedra. Operations are realized by exploiting recent advancements in grid‐based meshing, such as mixing of 3‐refinement, 2‐refinement, and face‐refinement, and using templated topological bridges to enforce on‐the‐fly mesh conformity across pairs of adjacent elements. A direct manipulation user interface lets users control all operations. The effectiveness of our tool, released as open source to the community, is demonstrated by modeling several complex shapes hard to realize with competing tools and techniques. F. Zoccheddu, Enrico Gobbetti, Marco Livesu, Nico Pietroni, Gianmarco Cherchi |
Comput. Graph. Forum | 3 |
| 2023 | Hex-Mesh Generation and Processing: A SurveyabstractIn this article, we provide a detailed survey of techniques for hexahedral mesh generation. We cover the whole spectrum of alternative approaches to mesh generation, as well as post-processing algorithms for connectivity editing and mesh optimization. For each technique, we highlight capabilities and limitations, also pointing out the associated unsolved challenges. Recent relaxed approaches, aiming to generate not pure-hex but hex-dominant meshes, are also discussed. The required background, pertaining to geometrical as well as combinatorial aspects, is introduced along the way. Nico Pietroni, Marcel Campen, Alla Sheffer, Gianmarco Cherchi, David Bommes, Xifeng Gao, Riccardo Scateni, Franck Ledoux, Jean-François Remacle, Marco Livesu |
ACM Trans. Graph. | 10 |
| 2022 | Interactive and Robust Mesh BooleansabstractBoolean operations are among the most used paradigms to create and edit digital shapes. Despite being conceptually simple, the computation of mesh Booleans is notoriously challenging. Main issues come from numerical approximations that make the detection and processing of intersection points inconsistent and unreliable, exposing implementations based on floating point arithmetic to many kinds of degeneracy and failure. Numerical methods based on rational numbers or exact geometric predicates have the needed robustness guarantees, that are achieved at the cost of increased computation times that, as of today, has always restricted the use of robust mesh Booleans to offline applications. We introduce an algorithm for Boolean operations with robustness guarantees that is capable of operating at interactive frame rates on meshes with up to 200K triangles. We evaluate our tool thoroughly, considering not only interactive applications but also batch processing of large collections of meshes, processing of huge meshes containing millions of elements and variadic Booleans of hundreds of shapes altogether. In all these experiments, we consistently outperform prior robust floating point methods by at least one order of magnitude. Gianmarco Cherchi, Fabio Pellacini, Marco Attene, Marco Livesu |
ACM Trans. Graph. | 4 |
| 2022 | Optimal Dual Schemes for Adaptive Grid Based HexmeshingabstractHexahedral meshes are a ubiquitous domain for the numerical resolution of partial differential equations. Computing a pure hexahedral mesh from an adaptively refined grid is a prominent approach to automatic hexmeshing, and requires the ability to restore the all hex property around the hanging nodes that arise at the interface between cells having different size. The most advanced tools to accomplish this task are based on mesh dualization. These approaches use topological schemes to regularize the valence of inner vertices and edges, such that dualizing the grid yields a pure hexahedral mesh. In this article, we study in detail the dual approach, and propose four main contributions to it: (i) We enumerate all the possible transitions that dual methods must be able to handle, showing that prior schemes do not natively cover all of them; (ii) We show that schemes are internally asymmetric, therefore not only their construction is ambiguous, but different implementative choices lead to hexahedral meshes with different singular structure; (iii) We explore the combinatorial space of dual schemes, selecting the minimum set that covers all the possible configurations and also yields the simplest singular structure in the output hexmesh; (iv) We enlarge the class of adaptive grids that can be transformed into pure hexahedral meshes, relaxing one of the tight topological requirements imposed by previous approaches. Our extensive experiments show that our transition schemes consistently outperform prior art in terms of ability to converge to a valid solution, amount and distribution of singular mesh edges, and element count. Last but not least, we publicly release our code and reveal a conspicuous amount of technical details that were overlooked in previous literature, lowering an entry barrier that was hard to overcome for practitioners in the field. Marco Livesu, Luca Pitzalis, Gianmarco Cherchi |
ACM Trans. Graph. | 1 |
| 2022 | Deterministic Linear Time Constrained Triangulation Using Simplified EarcutabstractTriangulation algorithms that conform to a set of non-intersecting input segments typically proceed in an incremental fashion, by inserting points first, and then segments. Inserting a segment amounts to: (1) deleting all the triangles it intersects; (2) filling the so generated hole with two polygons that have the wanted segment as shared edge; (3) triangulate each polygon separately. In this article we prove that these polygons are such that all their convex vertices but two can be used to form triangles in an earcut fashion, without the need to check whether other polygon points are located within each ear. The fact that any simple polygon contains at least three convex vertices guarantees the existence of a valid ear to cut, ensuring convergence. Not only this translates to an optimal deterministic linear time triangulation algorithm, but such algorithm is also trivial to implement. We formally prove the correctness of our approach, also validating it in practical applications and comparing it with prior art. Marco Livesu, Gianmarco Cherchi, Riccardo Scateni, Marco Attene |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Practical Computation of the Cut Locus on Discrete SurfacesabstractAbstract We present a novel method to compute the cut locus of a distance function encoded on a polygonal mesh. Our method exploits theoretical findings about the cut locus and – with a combination of analytic, geometric and topological tools – it is able to compute a topologically correct and geometrically accurate approximation of it. Our result can be either restricted to the mesh edges, or aligned with the real cut locus. Both outputs may be useful for practical applications. We also provide a convenient tool to optionally prune the weak branches of the cut locus, simplifying its structure. Our approach supersedes prior art, in that it is easier to use and also orders of magnitude faster. In fact, it depends on just one parameter, and it flawlessly operates on meshes with high genus and very high element count at interactive rates. We experiment with different datasets and methods for geodesic distance estimation. We also present applications to local and global surface parameterization. Claudio Mancinelli, Marco Livesu, Enrico Puppo |
Comput. Graph. Forum | 2 |
| 2021 | Generalized adaptive refinement for grid-based hexahedral meshingabstractDue to their nice numerical properties, conforming hexahedral meshes are considered a prominent computational domain for simulation tasks. However, the automatic decomposition of a general 3D volume into a small number of hexahedral elements is very challenging. Methods that create an adaptive Cartesian grid and convert it into a conforming mesh offer superior robustness and are the only ones concretely used in the industry. Topological schemes that permit this conversion can be applied only if precise compatibility conditions among grid elements are observed. Some of these conditions are local, hence easy to formulate; others are not and are much harder to satisfy. State-of-the-art approaches fulfill these conditions by prescribing additional refinement based on special building rules for octrees. These methods operate in a restricted space of solutions and are prone to severely over-refine the input grids, creating a bottleneck in the simulation pipeline. In this article, we introduce a novel approach to transform a general adaptive grid into a new grid meeting hexmeshing criteria, without resorting to tree rules. Our key insight is that we can formulate all compatibility conditions as linear constraints in an integer programming problem by choosing the proper set of unknowns. Since we operate in a broader solution space, we are able to meet topological hexmeshing criteria at a much coarser scale than methods using octrees, also supporting generalized grids of any shape or topology. We demonstrate the superiority of our approach for both traditional grid-based hexmeshing and adaptive polycube-based hexmeshing. In all our experiments, our method never prescribed more refinement than the prior art and, in the average case, it introduced close to half the number of extra cells. Luca Pitzalis, Marco Livesu, Gianmarco Cherchi, Enrico Gobbetti, Riccardo Scateni |
ACM Trans. Graph. | 2 |
| 2021 | Scalable Mesh Refinement for Canonical Polygonal Schemas of Extremely High Genus ShapesabstractAny closed manifold of genus g can be cut open to form a topological disk and then mapped to a regular polygon with 4g sides. This construction is called the canonical polygonal schema of the manifold, and is a key ingredient for many applications in graphics and engineering, where a parameterization between two shapes with same topology is often needed. The sides of the 4g-gon define on the manifold a system of loops, which all intersect at a single point and are disjoint elsewhere. Computing a shortest system of loops of this kind is NP-hard. A computationally tractable alternative consists of computing a set of shortest loops that are not fully disjoint in polynomial time using the greedy homotopy basis algorithm proposed by Erickson and Whittlesey and then detach them in post processing via mesh refinement. Despite this operation is conceptually simple, known refinement strategies do not scale well for high genus shapes, triggering a mesh growth that may exceed the amount of memory available in modern computers, leading to failures. In this article we study various local refinement operators to detach cycles in a system of loops, and show that there are important differences between them, both in terms of mesh complexity and preservation of the original surface. We ultimately propose two novel refinement approaches: the former greatly reduces the number of new elements in the mesh, possibly at the cost of a deviation from the input geometry. The latter allows to trade mesh complexity for geometric accuracy, bounding deviation from the input surface. Both strategies are trivial to implement, and experiments confirm that they allow to realize canonical polygonal schemas even for extremely high genus shapes where previous methods fail. Marco Livesu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Real-Time Deformation with Coupled Cages and SkeletonsabstractAbstract Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples. Fabrizio Corda, Jean-Marc Thiery, Marco Livesu, Enrico Puppo, Tamy Boubekeur, Riccardo Scateni |
Comput. Graph. Forum | 3 |
| 2020 | Fast and robust mesh arrangements using floating-point arithmeticabstractWe introduce a novel algorithm to transform any generic set of triangles in 3D space into a well-formed simplicial complex. Intersecting elements in the input are correctly identified, subdivided, and connected to arrange a valid configuration, leading to a topologically sound partition of the space into piece-wise linear cells. Our approach does not require the exact coordinates of intersection points to calculate the resulting complex. We represent any intersection point as an unevaluated combination of input vertices. We then extend the recently introduced concept of indirect predicates [Attene 2020] to define all the necessary geometric tests that, by construction, are both exact and efficient since they fully exploit the floating-point hardware. This design makes our method robust and guaranteed correct, while being virtually as fast as non-robust floating-point based implementations. Compared with existing robust methods, our algorithm offers a number of advantages: it is much faster, has a better memory layout, scales well on extremely challenging models, and allows fully exploiting modern multi-core hardware with a parallel implementation. We thoroughly tested our method on thousands of meshes, concluding that it consistently outperforms prior art. We also demonstrate its usefulness in various applications, such as computing efficient mesh booleans, Minkowski sums, and volume meshes. Gianmarco Cherchi, Marco Livesu, Riccardo Scateni, Marco Attene |
ACM Trans. Graph. | 2 |
| 2020 | LoopyCuts: practical feature-preserving block decomposition for strongly hex-dominant meshingabstractWe present a new fully automatic block-decomposition algorithm for feature-preserving, strongly hex-dominant meshing, that yields results with a drastically larger percentage of hex elements than prior art. Our method is guided by a surface field that conforms to both surface curvature and feature lines, and exploits an ordered set of cutting loops that evenly cover the input surface, defining an arrangement of loops suitable for hex-element generation. We decompose the solid into coarse blocks by iteratively cutting it with surfaces bounded by these loops. The vast majority of the obtained blocks can be turned into hexahedral cells via simple midpoint subdivision. Our method produces pure hexahedral meshes in approximately 80% of the cases, and hex-dominant meshes with less than 2% non-hexahedral cells in the remaining cases. We demonstrate the robustness of our method on 70+ models, including CAD objects with features of various complexity, organic and synthetic shapes, and provide extensive comparisons to prior art, demonstrating its superiority. Marco Livesu, Nico Pietroni, Enrico Puppo, Alla Sheffer, Paolo Cignoni |
ACM Trans. Graph. | 1 |
| 2019 | HexaLab.net: An online viewer for hexahedral meshes
Matteo Bracci, Marco Tarini, Nico Pietroni, Marco Livesu, Paolo Cignoni |
Comput. Aided Des. | 4 |
| 2019 | Skeleton based cage generation guided by harmonic fields
Sara Casti, Marco Livesu, Nicolas Mellado, Nadine Abu Rumman, Riccardo Scateni, Loïc Barthe, Enrico Puppo |
Comput. Graph. | 2 |
| 2019 | slice2mesh: A meshing tool for the simulation of additive manufacturing processes
Marco Livesu, Daniela Cabiddu, Marco Attene |
Comput. Graph. | 1 |
| 2019 | Foreword to the Special Section on Smart Tools and Applications in Computer Graphics (STAG 2018)
Marco Livesu, Giovanni Pintore, Alberto Signoroni |
Comput. Graph. | 1 |
| 2019 | A comparison of methods for gradient field estimation on simplicial meshes
Claudio Mancinelli, Marco Livesu, Enrico Puppo |
Comput. Graph. | 2 |
| 2019 | Surface2Volume: surface segmentation conforming assemblable volumetric partitionabstractUsers frequently seek to fabricate objects whose outer surfaces consist of regions with different surface attributes, such as color or material. Manufacturing such objects in a single piece is often challenging or even impossible. The alternative is to partition them into single-attribute volumetric parts that can be fabricated separately and then assembled to form the target object. Facilitating this approach requires partitioning the input model into parts that conform to the surface segmentation and that can be moved apart with no collisions. We propose Surface2Volume , a partition algorithm capable of producing such assemblable parts, each of which is affiliated with a single attribute, the outer surface of whose assembly conforms to the input surface geometry and segmentation. In computing the partition we strictly enforce conformity with surface segmentation and assemblability, and optimize for ease of fabrication by minimizing part count, promoting part simplicity, and simplifying assembly sequencing. We note that computing the desired partition requires solving for three types of variables: per-part assembly trajectories, partition topology, i.e. the connectivity of the interface surfaces separating the different parts, and the geometry, or location, of these interfaces. We efficiently produce the desired partitions by addressing one type of variables at a time: first computing the assembly trajectories, then determining interface topology, and finally computing interface locations that allow parts assemblability. We algorithmically identify inputs that necessitate sequential assembly, and partition these inputs gradually by computing and disassembling a subset of assemblable parts at a time. We demonstrate our method's robustness and versatility by employing it to partition a range of models with complex surface segmentations into assemblable parts. We further validate our framework via output fabrication and comparisons to alternative partition techniques. Chrystiano Araújo, Daniela Cabiddu, Marco Attene, Marco Livesu, Nicholas Vining, Alla Sheffer |
ACM Trans. Graph. | 4 |
| 2018 | Topology-driven shape chartification
Tommaso Sorgente, Silvia Biasotti, Marco Livesu, Michela Spagnuolo |
Comput. Aided Geom. Des. | 3 |
| 2018 | A heat flow based relaxation scheme for n dimensional discrete hyper surfaces
Marco Livesu |
Comput. Graph. | 1 |
| 2018 | Axis-Aligned Height-Field Block Decomposition of 3D ShapesabstractWe propose a novel algorithm for decomposing general three-dimensional geometries into a small set of overlap-free height-field blocks , volumes enclosed by a flat base and a height-field surface defined with respect to this base. This decomposition is useful for fabrication methodologies such as 3-axis CNC milling, where a single milling pass can only carve a single height-field surface defined with respect to the machine tray but can also benefit other fabrication settings. Computing our desired decomposition requires solving a highly constrained discrete optimization problem, variants of which are known to be NP-hard. We effectively compute a high-quality decomposition by using a two-step process that leverages the unique characteristics of our setup. Specifically, we notice that if the height-field directions are constrained to the major axes, then we can always produce a valid decomposition starting from a suitable surface segmentation. Our method first produces a compact set of large, possibly overlapping, height-field blocks that jointly cover the model surface by recasting this discrete constrained optimization problem as an unconstrained optimization of a continuous function, which allows for an efficient solution. We then cast the computation of an overlap-free, final decomposition as an ordering problem on a graph and solve it via a combination of cycle elimination and topological sorting. The combined algorithm produces a compact set of height-field blocks that jointly describe the input model within a user given tolerance. We demonstrate our method on a range of inputs and showcase a number of real life models manufactured using our technique. Alessandro Muntoni, Marco Livesu, Riccardo Scateni, Alla Sheffer, Daniele Panozzo |
ACM Trans. Graph. | 2 |
| 2017 | Explicit cylindrical maps for general tubular shapes
Marco Livesu, Marco Attene, Giuseppe Patanè 0001, Michela Spagnuolo |
Comput. Aided Des. | 1 |
| 2017 | From 3D models to 3D prints: an overview of the processing pipelineabstractDue to the wide diffusion of 3D printing technologies, geometric algorithms for Additive Manufacturing are being invented at an impressive speed. Each single step along the processing pipeline that prepares the 3D model for fabrication can now count on dozens of methods, that analyse and optimize geometry and machine instructions for various objectives. This report provides a classification of this huge state of the art, and elicits the relation between each single algorithm and a list of desirable objectives during model preparation – a process globally refereed to as Process Planning. The objectives themselves are listed and discussed, along with possible needs for tradeoffs. Additive Manufacturing technologies are broadly categorized to explicitly relate classes of devices and supported features. Finally, this report offers an analysis of the state of the art while discussing open and challenging problems from both an academic and an industrial perspective. Marco Livesu, Stefano Ellero, Jonàs Martínez, Sylvain Lefebvre 0001, Marco Attene |
Comput. Graph. Forum | 1 |
| 2016 | Polycube Simplification for Coarse Layouts of Surfaces and VolumesabstractAbstract Representing digital objects with structured meshes that embed a coarse block decomposition is a relevant problem in applications like computer animation, physically‐based simulation and Computer Aided Design (CAD). One of the key ingredients to produce coarse block structures is to achieve a good alignment between the mesh singularities (i.e., the corners of each block). In this paper we improve on the polycube‐based meshing pipeline to produce both surface and volumetric coarse block‐structured meshes of general shapes. To this aim we add a new step in the pipeline. Our goal is to optimize the positions of the polycube corners to produce as coarse as possible base complexes. We rely on re‐mapping the positions of the corners on an integer grid and then using integer numerical programming to reach the optimal. To the best of our knowledge this is the first attempt to solve the singularity misalignment problem directly in polycube space. Previous methods for polycube generation did not specifically address this issue. Our corner optimization strategy is efficient and requires a negligible extra running time for the meshing pipeline. In the paper we show that our optimized polycubes produce coarser block structured surface and volumetric meshes if compared with previous approaches. They also induce higher quality hexahedral meshes and are better suited for spline fitting because they reduce the number of splines necessary to cover the domain, thus improving both the efficiency and the overall level of smoothness throughout the volume. Gianmarco Cherchi, Marco Livesu, Riccardo Scateni |
Comput. Graph. Forum | 2 |
| 2016 | Skeleton-driven Adaptive Hexahedral Meshing of Tubular ShapesabstractAbstract We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve‐skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per‐element size. Our method is fast, one‐click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation. Marco Livesu, Alessandro Muntoni, Enrico Puppo, Riccardo Scateni |
Comput. Graph. Forum | 1 |
| 2015 | Practical hex-mesh optimization via edge-cone rectificationabstractThe usability of hexahedral meshes depends on the degree to which the shape of their elements deviates from a perfect cube; a single concave, or inverted element makes a mesh unusable. While a range of methods exist for discretizing 3D objects with an initial topologically suitable hex mesh, their output meshes frequently contain poorly shaped and even inverted elements, requiring a further quality optimization step. We introduce a novel framework for optimizing hex-mesh quality capable of generating inversion-free high-quality meshes from such poor initial inputs. We recast hex quality improvement as an optimization of the shape of overlapping cones, or unions, of tetrahedra surrounding every directed edge in the hex mesh, and show the two to be equivalent. We then formulate cone shape optimization as a sequence of convex quadratic optimization problems, where hex convexity is encoded via simple linear inequality constraints. As this solution space may be empty, we therefore present an alternate formulation which allows the solver to proceed even when constraints cannot be satisfied exactly. We iteratively improve mesh element quality by solving at each step a set of local, per-cone, convex constrained optimization problems, followed by a global energy minimization step which reconciles these local solutions. This latter method provides no theoretical guarantees on the solution but produces inversion-free, high quality meshes in practice. We demonstrate the robustness of our framework by optimizing numerous poor quality input meshes generated using a variety of initial meshing methods and producing high-quality inversion-free meshes in each case. We further validate our algorithm by comparing it against previous work, and demonstrate a significant improvement in both worst and average element quality. Marco Livesu, Alla Sheffer, Nicholas Vining, Marco Tarini |
ACM Trans. Graph. | 1 |
| 2015 | Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve SkeletonabstractStarting from the triangle mesh of a digital shape, that is, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object structure described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semiregular quad mesh; it provides a structured domain for UV mapping and parametrization. Our method is fast, one-click, and does not require any parameter setting. The user can steer and refine the process through simple interactive tools during the construction of the quad layout. Francesco Usai, Marco Livesu, Enrico Puppo, Marco Tarini, Riccardo Scateni |
ACM Trans. Graph. | 2 |
| 2013 | PolyCut: monotone graph-cuts for PolyCube base-complex constructionabstractPolyCubes, or orthogonal polyhedra, are useful as parameterization base-complexes for various operations in computer graphics. However, computing quality PolyCube base-complexes for general shapes, providing a good trade-off between mapping distortion and singularity counts, remains a challenge. Our work improves on the state-of-the-art in PolyCube computation by adopting a graph-cut inspired approach. We observe that, given an arbitrary input mesh, the computation of a suitable PolyCube base-complex can be formulated as associating, or labeling, each input mesh triangle with one of six signed principal axis directions. Most of the criteria for a desirable PolyCube labeling can be satisfied using a multi-label graph-cut optimization with suitable local unary and pairwise terms. However, the highly constrained nature of PolyCubes, imposed by the need to align each chart with one of the principal axes, enforces additional global constraints that the labeling must satisfy. To enforce these constraints, we develop a constrained discrete optimization technique, PolyCut , which embeds a graph-cut multi-label optimization within a hill-climbing local search framework that looks for solutions that minimize the cut energy while satisfying the global constraints. We further optimize our generated PolyCube base-complexes through a combination of distortion-minimizing deformation, followed by a labeling update and a final PolyCube parameterization step. Our PolyCut formulation captures the desired properties of a PolyCube base-complex, balancing parameterization distortion against singularity count, and produces demonstrably better PolyCube base-complexes then previous work. Marco Livesu, Nicholas Vining, Alla Sheffer, James Gregson, Riccardo Scateni |
ACM Trans. Graph. | 1 |
| 2013 | Extracting curve-skeletons from digital shapes using occluding contours
Marco Livesu, Riccardo Scateni |
Vis. Comput. | 1 |
| 2012 | Reconstructing the Curve-Skeletons of 3D Shapes Using the Visual HullabstractCurve-skeletons are the most important descriptors for shapes, capable of capturing in a synthetic manner the most relevant features. They are useful for many different applications: from shape matching and retrieval, to medical imaging, to animation. This has led, over the years, to the development of several different techniques for extraction, each trying to comply with specific goals. We propose a novel technique which stems from the intuition of reproducing what a human being does to deduce the shape of an object holding it in his or her hand and rotating. To accomplish this, we use the formal definitions of epipolar geometry and visual hull. We show how it is possible to infer the curve-skeleton of a broad class of 3D shapes, along with an estimation of the radii of the maximal inscribed balls, by gathering information about the medial axes of their projections on the image planes of the stereographic vision. It is definitely worth to point out that our method works indifferently on (even unoriented) polygonal meshes, voxel models, and point clouds. Moreover, it is insensitive to noise, pose-invariant, resolution-invariant, and robust when applied to incomplete data sets. Marco Livesu, Fabio Guggeri, Riccardo Scateni |
IEEE Trans. Vis. Comput. Graph. | 1 |