VLDB 2026 Research / reviewers in the wild / expert
Riccardo Scateni
dblp:90/2010
· DBLP profile ↗
32ranked-venue papers
0as first author
7since 2021 · last 2025
0000-0002-0950-7372ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 6 since 2021Human-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | XAI-Driven Solutions to Enhance Safety for Limited-Mobility Road Users
Gianmarco Cherchi, Nicola Floris, Alessandro Sebastian Podda, Livio Pompianu, Roberto Saia, Riccardo Scateni |
IJCCI (3) | 6 |
| 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. | 7 |
| 2022 | PAVEL: Decorative Patterns with Packed Volumetric ElementsabstractMany real-world hand-crafted objects are decorated with elements that are packed onto the object’s surface and deformed to cover it as much as possible. Examples are artisanal ceramics and metal jewelry. Inspired by these objects, we present a method to enrich surfaces with packed volumetric decorations. Our algorithm works by first determining the locations in which to add the decorative elements and then removing the non-physical overlap between them while preserving the decoration volume. For the placement, we support several strategies depending on the desired overall motif. To remove the overlap, we use an approach based on implicit deformable models creating the qualitative effect of plastic warping while avoiding expensive and hard-to-control physical simulations. Our decorative elements can be used to enhance virtual surfaces, as well as 3D-printed pieces, by assembling the decorations onto real surfaces to obtain tangible reproductions. Filippo A. Fanni, Fabio Pellacini, Riccardo Scateni, Andrea Giachetti 0001 |
ACM Trans. Graph. | 3 |
| 2022 | SkinMixer: Blending 3D Animated ModelsabstractWe propose a novel technique to compose new 3D animated models, such as videogame characters, by combining pieces from existing ones. Our method works on production-ready rigged, skinned, and animated 3D models to reassemble new ones. We exploit mix-and-match operations on the skeletons to trigger the automatic creation of a new mesh, linked to the new skeleton by a set of skinning weights and complete with a set of animations. The resulting model preserves the quality of the input meshings (which can be quad-dominant and semi-regular), skinning weights (inducing believable deformation), and animations, featuring coherent movements of the new skeleton. Our method enables content creators to reuse valuable, carefully designed assets by assembling new ready-to-use characters while preserving most of the hand-crafted subtleties of models authored by digital artists. As shown in the accompanying video, it allows for drastically cutting the time needed to obtain the final result. Stefano Nuvoli, Nico Pietroni, Paolo Cignoni, Riccardo Scateni, Marco Tarini |
ACM Trans. Graph. | 4 |
| 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. | 3 |
| 2021 | Automatic Surface Segmentation for Seamless Fabrication Using 4-axis Milling MachinesabstractAbstract We introduce a novel geometry‐processing pipeline to guide the fabrication of complex shapes from a single block of material using 4‐axis CNC milling machines. This setup extends classical 3‐axis CNC machining with an extra degree of freedom to rotate the object around a fixed axis. The first step of our pipeline identifies the rotation axis that maximizes the overall fabrication accuracy. Then we identify two height‐field regions at the rotation axis's extremes used to secure the block on the rotation tool. We segment the remaining portion of the mesh into a set of height‐fields whose principal directions are orthogonal to the rotation axis. The segmentation balances the approximation quality, the boundary smoothness, and the total number of patches. Additionally, the segmentation process takes into account the object's geometric features, as well as saliency information. The output is a set of meshes ready to be processed by off‐the‐shelf software for the 3‐axis tool‐path generation. We present several results to demonstrate the quality and efficiency of our approach to a range of inputs. Stefano Nuvoli, Alessandro Tola, Alessandro Muntoni, Nico Pietroni, Enrico Gobbetti, Riccardo Scateni |
Comput. Graph. Forum | 6 |
| 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. | 5 |
| 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 | 6 |
| 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. | 3 |
| 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. | 5 |
| 2019 | Mill and fold: Shape simplification for fabrication
Alessandro Muntoni, Stefano Nuvoli, Andreas Scalas, Alessandro Tola, Luigi Malomo, Riccardo Scateni |
Comput. Graph. | 6 |
| 2019 | Selective Padding for Polycube-Based Hexahedral MeshingabstractAbstract Hexahedral meshes generated from polycube mapping often exhibit a low number of singularities but also poor‐quality elements located near the surface. It is thus necessary to improve the overall mesh quality, in terms of the minimum scaled Jacobian (MSJ) or average SJ (ASJ). Improving the quality may be obtained via global padding (or pillowing), which pushes the singularities inside by adding an extra layer of hexahedra on the entire domain boundary. Such a global padding operation suffers from a large increase of complexity, with unnecessary hexahedra added. In addition, the quality of elements near the boundary may decrease. We propose a novel optimization method which inserts sheets of hexahedra so as to perform selective padding, where it is most needed for improving the mesh quality. A sheet can pad part of the domain boundary, traverse the domain and form singularities. Our global formulation, based on solving a binary problem, enables us to control the balance between quality improvement, increase of complexity and number of singularities. We show in a series of experiments that our approach increases the MSJ value and preserves (or even improves) the ASJ, while adding fewer hexahedra than global padding. Gianmarco Cherchi, Pierre Alliez, Riccardo Scateni, Max Lyon, David Bommes |
Comput. Graph. Forum | 3 |
| 2019 | BashDungeon - Learning UNIX with a video-game
Fabrizio Corda, Marco Onnis, Matteo Pes, Lucio Davide Spano, Riccardo Scateni |
Multim. Tools Appl. | 5 |
| 2019 | QuadMixer: layout preserving blending of quadrilateral meshesabstractWe propose QuadMixer, a novel interactive technique to compose quad mesh components preserving the majority of the original layouts. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. We first perform robust boolean operations on the corresponding triangle meshes. Then we use this result to identify and build new surface patches for small regions neighboring the intersection curves. These blending patches are carefully quadrangulated respecting boundary constraints and stitched back to the untouched parts of the original models. The resulting mesh preserves the designed edge flow that, by construction, is captured and incorporated to the new quads as much as possible. We present our technique in an interactive tool to show its usability and robustness. Stefano Nuvoli, Alex Hernandez, Claudio Esperança, Riccardo Scateni, Paolo Cignoni, Nico Pietroni |
ACM Trans. Graph. | 4 |
| 2018 | Fabrication oriented shape decomposition using polycube mapping
Filippo A. Fanni, Gianmarco Cherchi, Alessandro Muntoni, Alessandro Tola, Riccardo Scateni |
Comput. Graph. | 5 |
| 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. | 3 |
| 2016 | Fitmersive Games: Fitness Gamification through Immersive VRabstractThe decreasing hardware cost makes it affordable to pair Immersive Virtual Environments (IVR) visors with treadmills and exercise bikes. In this paper, we discuss the application of different gamification techniques in IVR for supporting physical exercise. We describe both the hardware setting and the design of Rift-a-bike, a cycling fitmersive game (immersive games for fitness). We evaluate the effectiveness of such techniques through a user study, which provides different insights on their effectiveness in designing such applications. Elena Tuveri, Luca Macis, Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni |
AVI | 5 |
| 2016 | An interactive editor for curve-skeletons: SkeletonLab
Simone Barbieri, Pietro Meloni, Francesco Usai, Lucio Davide Spano, Riccardo Scateni |
Comput. Graph. | 5 |
| 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 | 3 |
| 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 | 4 |
| 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. | 5 |
| 2014 | Click and share: A face recognition tool for the mobile communityabstractIn this paper, we describe an Android based application for mobile devices that allows users to quickly and easily identify faces in pictures, recognizing persons, and, thus, sharing pictures with them. Each identified person matches against a contact registered in the phone directory, and, if no match is found, the detected face can be used for the creation of a new contact. We discuss how face recognition in a mobile setting increases the efficiency of the users while sharing content created with the mobile device, automatically suggesting the people identified in a photo or a video. We show the effectiveness of the approach through a user test on a photo sharing task, showing that it reduces the need for tedious, in particular on mobile devices, user input (e.g., compared to Facebook). By this means, we envision an increase of the quality of the user experience when interacting with the components of her social network. Sara Casti, Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni |
ICIP | 4 |
| 2014 | Curvature-based blending of closed planar curves
Marianna Saba, Teseo Schneider, Kai Hormann, Riccardo Scateni |
Graph. Model. | 4 |
| 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. | 5 |
| 2013 | Extracting curve-skeletons from digital shapes using occluding contours
Marco Livesu, Riccardo Scateni |
Vis. Comput. | 2 |
| 2012 | Motion-based mesh segmentation using augmented silhouettes
Stefano Marras, Michael M. Bronstein, Kai Hormann, Riccardo Scateni, Roberto Scopigno |
Graph. Model. | 4 |
| 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. | 3 |
| 2011 | Evaluation of user gestures in multi-touch interaction: a case study in pair-programmingabstractNatural User Interfaces are often described as familiar, evocative and intuitive, predictable, based on common skills. Though un-questionable in principle, such definitions don't provide the de-signer with effective means to design a natural interface or evalu-ate a design choice vs another. Two main issues in particular are open: (i) how do we evaluate a natural interface, is there a way to measure 'naturalness'; (ii) do natural user interfaces provide a concrete advantage in terms of efficiency, with respect to more tradi-tional interface paradigms? In this paper we discuss and compare observations of user behavior in the task of pair programming, performed at a traditional desktop versus a multi-touch table. We show how the adoption of a multi-touch user interface fosters a significant, observable and measurable, increase of nonverbal communication in general and of gestures in particular, that in turn appears related to the overall performance of the users in the task of algorithm understanding and debugging. Alessandro Soro, Samuel Aldo Iacolina, Riccardo Scateni, Selene Uras |
ICMI | 3 |
| 2009 | Education Programme at Eurographics 2009
Gitta Domik, Riccardo Scateni |
Comput. Graph. Forum | 2 |
| 2000 | Decreasing isosurface complexity via discrete fitting
Claudio Montani, Riccardo Scateni, Roberto Scopigno |
Comput. Aided Geom. Des. | 2 |
| 1994 | Discretized Marching CubesabstractSince the introduction of standard techniques for isosurface extraction from volumetric datasets, one of the hardest problems has been to reduce the number of triangles (or polygons) generated. The paper presents an algorithm that considerably reduces the number of polygons generated by a Marching Cubes-like scheme (W. Lorensen and H. Cline, 1987) without excessively increasing the overall computational complexity. The algorithm assumes discretization of the dataset space and replaces cell edge interpolation by midpoint selection. Under these assumptions, the extracted surfaces are composed of polygons lying within a finite number of incidences, thus allowing simple merging of the output facets into large coplanar polygons. An experimental evaluation of the proposed approach on datasets related to biomedical imaging and chemical modelling is reported.> Claudio Montani, Riccardo Scateni, Roberto Scopigno |
IEEE Visualization | 2 |
| 1994 | A modified look-up table for implicit disambiguation of Marching Cubes
Claudio Montani, Riccardo Scateni, Roberto Scopigno |
Vis. Comput. | 2 |