Demo Data from VLDB 2026 / reviewers in the wild / expert
Marco Fratarcangeli
dblp:52/346
· DBLP profile ↗
17ranked-venue papers
5as first author
1since 2021 · last 2021
0000-0002-1156-3760ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 5 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-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 |
Computer animation and physical simulation · 68% Geometric modeling and processing · 32% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › collision detection
collision culling |
0.4 | 1 | 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis Transform · ACM Trans. Graph. 2020 |
Computer animation and physical simulation
deformable body simulation |
0.4 | 1 | 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis Transform · ACM Trans. Graph. 2020 |
Computer animation and physical simulation › deformable body simulation
reduced deformable simulation |
0.4 | 1 | 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis Transform · ACM Trans. Graph. 2020 |
Geometric modeling and processing › skeletonization
medial axis transform |
0.1 | 1 | 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis Transform · ACM Trans. Graph. 2020 |
Computer animation and physical simulation
real-time simulation |
0.1 | 1 | 2016 | Vivace: a practical gauss-seidel method for stable soft body dynamics · ACM Trans. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
projective dynamics · 0.7spatial hashing · 0.4medial axis transform · 0.4GPU computing · 0.4randomized gauss-seidel · 0.2position-based dynamics · 0.2graph coloring · 0.2GPU parallelization · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Fast analytical motion blur with transparencyabstractWe introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounded by the initial and final position of the triangle during one animation frame and three bilinear patches on the sides. Each prism covers a number of pixels for a certain amount of time according to its trajectory on the screen. We efficiently find, store and sort the list of prisms covering each pixel including the amount of time the pixel is covered by each prism. This information, together with the color, texture, normal, and transparency of the pixel, is used to resolve its final color. We demonstrate the performance, scalability, and generality of our approach in a number of test scenarios, showing that it achieves a visual quality practically indistinguishable from the ground truth in a matter of just a few milliseconds, including rendering of textured and transparent objects. A supplementary video has been made available online.1 Mads J. L. Rønnow, Ulf Assarsson, Marco Fratarcangeli |
Comput. Graph. | 3 |
| 2020 | Fast Nonlinear Least Squares Optimization of Large-Scale Semi-Sparse ProblemsabstractAbstract Many problems in computer graphics and vision can be formulated as a nonlinear least squares optimization problem, for which numerous off‐the‐shelf solvers are readily available. Depending on the structure of the problem, however, existing solvers may be more or less suitable, and in some cases the solution comes at the cost of lengthy convergence times. One such case is semi‐sparse optimization problems, emerging for example in localized facial performance reconstruction, where the nonlinear least squares problem can be composed of hundreds of thousands of cost functions, each one involving many of the optimization parameters. While such problems can be solved with existing solvers, the computation time can severely hinder the applicability of these methods. We introduce a novel iterative solver for nonlinear least squares optimization of large‐scale semi‐sparse problems. We use the nonlinear Levenberg‐Marquardt method to locally linearize the problem in parallel, based on its first‐order approximation. Then, we decompose the linear problem in small blocks, using the local Schur complement, leading to a more compact linear system without loss of information. The resulting system is dense but its size is small enough to be solved using a parallel direct method in a short amount of time. The main benefit we get by using such an approach is that the overall optimization process is entirely parallel and scalable, making it suitable to be mapped onto graphics hardware (GPU). By using our minimizer, results are obtained up to one order of magnitude faster than other existing solvers, without sacrificing the generality and the accuracy of the model. We provide a detailed analysis of our approach and validate our results with the application of performance‐based facial capture using a recently‐proposed anatomical local face deformation model. Marco Fratarcangeli, Derek Bradley, Aurel Gruber, Gaspard Zoss, Thabo Beeler |
Comput. Graph. Forum | 1 |
| 2020 | Interactive Sculpting of Digital Faces Using an Anatomical Modeling ParadigmabstractAbstract Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly‐skilled artists using complex software packages for high quality results, or 2) highly‐constrained simple interfaces for consumer‐level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data‐driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low‐budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages. Aurel Gruber, Marco Fratarcangeli, Gaspard Zoss, Roman Cattaneo, Thabo Beeler, Markus Gross 0001, Derek Bradley |
Comput. Graph. Forum | 2 |
| 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis TransformabstractWe propose a framework for the interactive simulation of nonlinear deformable objects. The primary feature of our system is the seamless integration of deformable simulation and collision culling, which are often independently handled in existing animation systems. The bridge connecting them is the medial axis transform (MAT), a high-fidelity volumetric approximation of complex 3D shapes. From the physics simulation perspective, MAT leads to an expressive and compact reduced nonlinear model. We employ a semireduced projective dynamics formulation, which well captures high-frequency local deformations of high-resolution models while retaining a low computation cost. Our key observation is that the most compelling (nonlinear) deformable effects are enabled by the local constraints projection, which should not be aggressively reduced, and only apply model reduction at the global stage. From the collision detection (CD)/collision culling (CC) perspective, MAT is geometrically versatile using linear-interpolated spheres (i.e., the so-called medial primitives (MPs)) to approximate the boundary of the input model. The intersection test between two MPs is formulated as a quadratically constrained quadratic program problem. We give an algorithm to solve this problem exactly, which returns the deepest penetration between a pair of intersecting MPs. When coupled with spatial hashing, collision (including self-collision) can be efficiently identified on the GPU within a few milliseconds even for massive simulations. We have tested our system on a variety of geometrically complex and high-resolution deformable objects, and our system produces convincing animations with all of the collisions/self-collisions well handled at an interactive rate. Lei Lan, Ran Luo 0001, Marco Fratarcangeli, Weiwei Xu 0003, Huamin Wang 0001, Xiaohu Guo, Junfeng Yao, Yin Yang 0002 |
ACM Trans. Graph. | 3 |
| 2019 | Automatic Image Segmentation for Microwave Tomography (MWT): From Implementation to Comparative EvaluationabstractInspired by its high performance in image-based medical analysis, this poster paper explores the use of advanced segmentation techniques for industrial Microwave Tomography (MWT). Our context is the visual analysis of moisture levels in porous foams undergoing microwave drying. We propose an automatic segmentation technique---MWT Segmentation based on K-means (MWTS-KM) and demonstrate its efficiency and accuracy for industrial use. MWTS-KM consists of three stages: image augmentation, grey-scale conversion, and K-means implementation. To estimate the performance of this technique, we empirically benchmark its efficiency and accuracy against two well-established alternatives: Otsu and K-means. To elicit performance data, three metrics (Jaccard index, Dice coefficient and false positive) are used. Based on our experiments, our results indicate that MWTS-KM outperforms the well-established Otsu and K-means. Yuchong Zhang 0001, Yong Ma 0003, Adel Omrani, Morten Fjeld, Marco Fratarcangeli |
VINCI | 6 |
| 2018 | Foreword to the Special Section on the 23rd ACM symposium on virtual reality software and technology 2017
Oliver G. Staadt, Jonas Unger, Morten Fjeld, Marco Fratarcangeli, Daniel Sjölie |
Comput. Graph. | 4 |
| 2018 | Parallel Multigrid for Nonlinear Cloth SimulationabstractAbstract Accurate high‐resolution simulation of cloth is a highly desired computational tool in graphics applications. As single‐resolution simulation starts to reach the limit of computational power, we believe the future of cloth simulation is in multi‐resolution simulation. In this paper, we explore nonlinearity, adaptive smoothing, and parallelization under a full multigrid (FMG) framework. The foundation of this research is a novel nonlinear FMG method for unstructured meshes. To introduce nonlinearity into FMG, we propose to formulate the smoothing process at each resolution level as the computation of a search direction for the original high‐resolution nonlinear optimization problem. We prove that our nonlinear FMG is guaranteed to converge under various conditions and we investigate the improvements to its performance. We present an adaptive smoother which is used to reduce the computational cost in the regions with low residuals already. Compared to normal iterative solvers, our nonlinear FMG method provides faster convergence and better performance for both Newton's method and Projective Dynamics. Our experiment shows our method is efficient, accurate, stable against large time steps, and friendly with GPU parallelization. The performance of the method has a good scalability to the mesh resolution, and the method has good potential to be combined with multi‐resolution collision handling for real‐time simulation in the future. Zhendong Wang 0001, Longhua Wu, Marco Fratarcangeli, Min Tang 0001, Huamin Wang 0001 |
Comput. Graph. Forum | 3 |
| 2017 | Multi-Variate Gaussian-Based Inverse KinematicsabstractAbstract Inverse kinematics (IK) equations are usually solved through approximated linearizations or heuristics. These methods lead to character animations that are unnatural looking or unstable because they do not consider both the motion coherence and limits of human joints. In this paper, we present a method based on the formulation of multi‐variate Gaussian distribution models (MGDMs), which precisely specify the soft joint constraints of a kinematic skeleton. Each distribution model is described by a covariance matrix and a mean vector representing both the joint limits and the coherence of motion of different limbs. The MGDMs are automatically learned from the motion capture data in a fast and unsupervised process. When the character is animated or posed, a Gaussian process synthesizes a new MGDM for each different vector of target positions, and the corresponding objective function is solved with Jacobian‐based IK. This makes our method practical to use and easy to insert into pre‐existing animation pipelines. Compared with previous works, our method is more stable and more precise, while also satisfying the anatomical constraints of human limbs. Our method leads to natural and realistic results without sacrificing real‐time performance. Jing Huang 0005, Marco Fratarcangeli, Ke Yan 0001, Catherine Pelachaud |
Comput. Graph. Forum | 3 |
| 2017 | Inverse kinematics using dynamic joint parameters: inverse kinematics animation synthesis learnt from sub-divided motion micro-segments
Jing Huang 0005, Marco Fratarcangeli, Yu Ding 0001, Catherine Pelachaud |
Vis. Comput. | 2 |
| 2016 | Vivace: a practical gauss-seidel method for stable soft body dynamicsabstractThe solution of large sparse systems of linear constraints is at the base of most interactive solvers for physically-based animation of soft body dynamics. We focus on applications with hard and tight per-frame resource budgets, such as video games, where the solution of soft body dynamics needs to be computed in a few milliseconds. Linear iterative methods are preferred in these cases since they provide approximate solutions within a given error tolerance and in a short amount of time. We present a parallel randomized Gauss-Seidel method which can be effectively employed to enable the animation of 3D soft objects discretized as large and irregular triangular or tetrahedral meshes. At the beginning of each frame, we partition the set of equations governing the system using a randomized graph coloring algorithm. The unknowns in the equations belonging to the same partition are independent of each other. Then, all the equations belonging to the same partition are solved at the same time in parallel. Our algorithm runs completely on the GPU and can support changes in the constraints topology. We tested our method as a solver for soft body dynamics within the Projective Dynamics and Position Based Dynamics frameworks. We show how the algorithmic simplicity of this iterative strategy enables great numerical stability and fast convergence speed, which are essential features for physically based animations with fixed and small hard time budgets. Compared to the state of the art, we found our method to be faster and scale better while providing stabler solutions for very small time budgets. Marco Fratarcangeli, Valentina Tibaldo, Fabio Pellacini |
ACM Trans. Graph. | 1 |
| 2015 | Scalable Partitioning for Parallel Position Based DynamicsabstractAbstract We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi‐core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is ‐colourable, where is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the visual quality, robustness and speed of serial position based dynamics. Marco Fratarcangeli, Fabio Pellacini |
Comput. Graph. Forum | 1 |
| 2015 | Fast Rendering of Image Mosaics and ASCII ArtabstractAbstract An image mosaic is an assembly of a large number of small images, usually called tiles, taken from a specific dictionary/codebook. When viewed as a whole, the appearance of a single large image emerges, i.e. each tile approximates a small block of pixels. ASCII art is a related (and older) graphic design technique for producing images from printable characters. Although automatic procedures for both of these visualization schemes have been studied in the past, some are computationally heavy and cannot offer real‐time and interactive performance. We propose an algorithm able to reproduce the quality of existing non‐photorealistic rendering techniques, in particular ASCII art and image mosaics, obtaining large performance speed‐ups. The basic idea is to partition the input image into a rectangular grid and use a decision tree to assign a tile from a pre‐determined codebook to each cell. Our implementation can process video streams from webcams in real time and it is suitable for modestly equipped devices. We evaluate our technique by generating the renderings of a variety of images and videos, with good results. The source code of our engine is publicly available. Nenad Markus, Marco Fratarcangeli, Igor S. Pandzic, Jörgen Ahlberg |
Comput. Graph. Forum | 2 |
| 2015 | Position-Based Skinning for Soft Articulated CharactersabstractAbstract In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known candy‐wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters. Nadine Abu Rumman, Marco Fratarcangeli |
Comput. Graph. Forum | 2 |
| 2012 | Position-based facial animation synthesisabstractABSTRACT We propose an integrated facial dynamics model addressing the animation of 3D humanoid faces in real time. The computational model mimics facial motion by reproducing the layered anatomical structure of a human head including the bony structure, overlapping facial muscles and the skin. The model is flexible enough to animate face meshes of various shape, connectivity, and scale. Different from previously proposed approaches based on mass–spring networks, overshooting problems are avoided by simulating the dynamics through a position‐based scheme, which allows for real‐time performance, control, and robustness. Experiments demonstrate that convincing expressive facial animation can be interactively prototyped on consumer class platforms. Copyright © 2012 John Wiley & Sons, Ltd. Marco Fratarcangeli |
Comput. Animat. Virtual Worlds | 1 |
| 2007 | A robust method for real-time thread simulationabstractIn this paper, we present a physically based model for real-time simulation of thread dynamics. Our model captures all the relevant aspects of the physics of the thread, including quasi-zero elasticity, bending, torsion and self-collision, and it provides output forces for the haptic feedback. The physical properties are modeled in terms of constraints that are iteratively satisfied while the numerical integration is carried out through a Verlet scheme. This approach leads to an unconditionally stable, controllable and computationally light simulation [Müller et al. 2007]. Our results demonstrate the effectiveness of our model, showing the interaction of the thread with other objects in real time and the creation of complex knots. Blazej Kubiak, Nico Pietroni, Fabio Ganovelli, Marco Fratarcangeli |
VRST | 4 |
| 2007 | Facial motion cloning with radial basis functions in MPEG-4 FBA
Marco Fratarcangeli, Marco Schaerf, Robert Forchheimer |
Graph. Model. | 1 |
| 2006 | A 3D Simulator of Multiple Legged Robots Based on USARSim
Marco Zaratti, Marco Fratarcangeli, Luca Iocchi |
RoboCup | 2 |