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Federico Ponchio

dblp:91/5256 · DBLP profile ↗
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14ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-2974-0577ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2

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
Rendering · 85% Geometric modeling and processing · 15%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › rendering optimization › rendering acceleration
out-of-core rendering
0.112008
Interactive Rendering of Dynamic Geometry · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
volume rendering
0.112008
Interactive Rendering of Dynamic Geometry · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
level of detail
0.012004
Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models · ACM Trans. Graph. 2004
Geometric modeling and processing › shape representation
multiresolution modeling
0.012004
Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models · ACM Trans. Graph. 2004
Rendering
view-dependent rendering
0.012004
Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models · ACM Trans. Graph. 2004

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

quadric error simplification · 0.1isosurface extraction · 0.1GPU-accelerated rendering · 0.1tetrahedral hierarchy · 0.0conformal subdivision · 0.0
YearPublicationVenuePosition
2020 Real-World Textured Things: A repository of textured models generated with modern photo-reconstruction tools
Andrea Maggiordomo, Federico Ponchio, Paolo Cignoni, Marco Tarini
Comput. Aided Geom. Des.2
2020 ReviewerNet: A visualization platform for the selection of academic reviewers
Mario Salinas, Daniela Giorgi, Federico Ponchio, Paolo Cignoni
Comput. Graph.3
2020 Effective Annotations Over 3D Models
abstract
Abstract Annotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more complex. The scope of this paper is two‐fold: first, to review the status of this domain, discussing and characterizing several approaches proposed in literature to manage annotations over geometric models; second, to present in detail an innovative solution proposed and assessed in the framework of Cultural Heritage (CH) applications, called ClippingVolumes. At the annotation definition stage ClippingVolumes uses 3D data to characterize the annotation region; subsequently, annotations are visualized by adopting a two‐pass rendering solution which uses stencil buffers, thus without introducing new geometric elements, changing the topology or duplicating geometry elements. It solves most of the issues that afflict the current state of the art, such as fragmentation, annotation transfer to multiple representations and multi‐resolution data encoding. The latter is a mandatory requirement to produce efficient web‐based systems. We implemented and we fully tested this approach in the framework of a complex system that supports the documentation of CH restoration projects.
Federico Ponchio, Marco Callieri, Matteo Dellepiane, Roberto Scopigno
Comput. Graph. Forum1
2020 Neural reflectance transformation imaging
abstract
Abstract Reflectance transformation imaging (RTI) is a computational photography technique widely used in the cultural heritage and material science domains to characterize relieved surfaces. It basically consists of capturing multiple images from a fixed viewpoint with varying lights. Handling the potentially huge amount of information stored in an RTI acquisition that consists typically of 50–100 RGB values per pixel, allowing data exchange, interactive visualization, and material analysis, is not easy. The solution used in practical applications consists of creating “relightable images” by approximating the pixel information with a function of the light direction, encoded with a small number of parameters. This encoding allows the estimation of images relighted from novel, arbitrary lights, with a quality that, however, is not always satisfactory. In this paper, we present NeuralRTI, a framework for pixel-based encoding and relighting of RTI data. Using a simple autoencoder architecture, we show that it is possible to obtain a highly compressed representation that better preserves the original information and provides increased quality of virtual images relighted from novel directions, especially in the case of challenging glossy materials. We also address the problem of validating the relight quality on different surfaces, proposing a specific benchmark, SynthRTI, including image collections synthetically created with physical-based rendering and featuring objects with different materials and geometric complexity. On this dataset and as well on a collection of real acquisitions performed on heterogeneous surfaces, we demonstrate the advantages of the proposed relightable image encoding.
Tinsae Dulecha, Filippo A. Fanni, Federico Ponchio, Fabio Pellacini, Andrea Giachetti 0001
Vis. Comput.3
2019 RELIGHT: A compact and accurate RTI representation for the web
Federico Ponchio, Massimiliano Corsini, Roberto Scopigno
Graph. Model.1
2016 Multiresolution and fast decompression for optimal web-based rendering
Federico Ponchio, Matteo Dellepiane
Graph. Model.1
2015 3DHOP: 3D Heritage Online Presenter
Marco Potenziani, Marco Callieri, Matteo Dellepiane, Massimiliano Corsini, Federico Ponchio, Roberto Scopigno
Comput. Graph.5
2009 Image-to-Geometry Registration: a Mutual Information Method exploiting Illumination-related Geometric Properties
abstract
Abstract This work concerns a novel study in the field of image‐to‐geometry registration. Our approach takes inspiration from medical imaging, in particular from multi‐modal image registration. Most of the algorithms developed in this domain, where the images to register come from different sensors (CT, X‐ray, PET), are based on Mutual Information, a statistical measure of non‐linear correlation between two data sources. The main idea is to use mutual information as a similarity measure between the image to be registered and renderings of the model geometry, in order to drive the registration in an iterative optimization framework. We demonstrate that some illumination‐related geometric properties, such as surface normals, ambient occlusion and reflection directions can be used for this purpose. After a comprehensive analysis of such properties we propose a way to combine these sources of information in order to improve the performance of our automatic registration algorithm. The proposed approach can robustly cover a wide range of real cases and can be easily extended.
Massimiliano Corsini, Matteo Dellepiane, Federico Ponchio, Roberto Scopigno
Comput. Graph. Forum3
2008 Mapping Highly Detailed Colour Information on Extremely Dense 3D Models: The Case of David's Restoration
abstract
Abstract The support of advanced information technology (IT) to preservation, restoration and documentation of Cultural Heritage (CH) is becoming a very important goal for the research community. Michelangelo's David was one of the first applications of 3D scanning technology on a highly popular work of art. The subsequent restoration campaign, started in 2002 and concluded in 2004, was also a milestone for the adoption of modern scientific analysis procedures and IT tools in the framework of a restoration process. One of the focuses in this restoration was also methodological, i.e. to plan and adopt innovative ways to document the restoration process. In this paper, we present the results of an integration of different restoration data (2D and 3D datasets) which has been concluded recently. The recent evolution of HW and SW graphics technologies gave us the possibility to interactively visualize an extremely dense 3D model which incorporates the colour information provided by two professional photographic campaigns, made before and after the restoration. Moreover, we present the results concerning the mapping, in this case on the 2D media, of the reliefs produced by restorers to assess and document the status of the marble surface before the restoration took place. This result could lead to new and fascinating applications of computer graphics for preservation, restoration and documentation of CH.
Matteo Dellepiane, Marco Callieri, Federico Ponchio, Roberto Scopigno
Comput. Graph. Forum3
2008 Interactive Rendering of Dynamic Geometry
abstract
Fluid simulations typically produce complex three-dimensional (3D) isosurfaces whose geometry and topology change over time. The standard way of representing such "dynamic geometry" is by a set of isosurfaces that are extracted individually at certain time steps. An alternative strategy is to represent the whole sequence as a four-dimensional (4D) tetrahedral mesh. The iso-surface at a specific time step can then be computed by intersecting the tetrahedral mesh with a 3D hyperplane. This not only allows the animation of the surface continuously over time without having to worry about the topological changes, but also enables simplification algorithms to exploit temporal coherence. We show how to interactively render such 4D tetrahedral meshes by improving previous GPU-accelerated techniques and building an out-of-core multi-resolution structure based on quadric error simplification. As a second application, we apply our framework to time-varying surfaces that result from morphing one triangle mesh into another.
Federico Ponchio, Kai Hormann
IEEE Trans. Vis. Comput. Graph.1
2005 Batched Multi Triangulation
abstract
The multi triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a directed acyclic graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. On current architectures, the classic MT is however unfit for real-time rendering, since DAG traversal costs vastly dominate raw rendering costs. In this paper, we redesign the MT framework in a GPU friendly fashion, moving its granularity from triangles to precomputed optimized triangle patches. The patches can be conveniently tri-stripped and stored in secondary memory to be loaded on demand, ready to be sent to the GPU using preferential paths. In this manner, central memory only contains the DAG structure and CPU workload becomes negligible. The major contributions of this work are: a new out-of-core multiresolution framework, that, just like the MT, encompasses a wide class of multiresolution structures; a robust and elegant way to build a well conditioned MT DAG by introducing the concept of V-partitions, that can encompass various state of the art multiresolution algorithms; an efficient multithreaded rendering engine and a general subsystem for the external memory processing and simplification of huge meshes.
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
IEEE Visualization5
2004 Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models
abstract
We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed strips for fast rendering. The representation is constructed during a fine-to-coarse simplification of the surface contained in diamonds (sets of tetrahedral cells sharing their longest edge). The construction preprocess operates out-of-core and parallelizes nicely. Appropriate boundary constraints are introduced in the simplification to ensure that all conforming selective subdivisions of the tetrahedron hierarchy lead to correctly matching surface patches. For each frame at runtime, the hierarchy is traversed coarse-to-fine to select diamonds of the appropriate resolution given the view parameters. The resulting system can interatively render high quality views of out-of-core models of hundreds of millions of triangles at over 40Hz (or 70M triangles/s) on current commodity graphics platforms.
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
ACM Trans. Graph.5
2003 Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
abstract
We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic adaptive meshes (P-BDAM), extends the BDAM approach by using as basic primitive a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network.
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
IEEE Visualization5
2003 BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization
abstract
Abstract This paper describes an efficient technique for out‐of‐core rendering and management of large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure:a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These smallpatches are TINs and are constructed and optimized off‐line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view‐dependent texture and geometry refinement is performedat each frame through a stateless traversal algorithm. Thanks to the batched CPU/GPU communication model,the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.Both preprocessing and rendering exploit out‐of‐core techniques to be fully scalable and to manage large terraindatasets. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism.
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
Comput. Graph. Forum5