Marco Attene

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47ranked-venue papers
24as first author
10since 2021 · last 2026
0000-0002-9012-7245ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 46 · 24 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1
YearPublicationVenuePosition
2026 Surface chamfering for robust tetrahedral meshing
abstract
We present an algorithm that produces high quality tetrahedral meshes conforming with input polyhedra. Our meshing algorithm is based on Ruppert's Delaunay refinement where convergence is guaranteed thanks to a novel chamfering approach that removes all acute angles from the input. On such a modified input Delaunay refinement produces a Delaunay tetrahedrization where all the faces have bounded angles. The input portions that were removed by the chamfering are re-inserted in this tetrahedrization to achieve exact conformance at the cost of a small number of bad-shaped tetrahedra near the formerly acute input angles. Numerical robustness is guaranteed along all the phases thanks to a clever use of modern indirect geometric predicates and the definition of a new type of implicit point to represent Steiner vertices on the input faces. In practice, our prototype implementation produces meshes having a quality comparable to the state-of-the-art tetgen software: while tetgen fails on 37% of the 3942 valid models in the Thingi10k dataset, our method succeeds on all of them.
Lorenzo Diazzi, Daniele Panozzo, Jiacheng Dai, Marco Attene
ACM Trans. Graph.4
2025 High-Order Continuous Geometrical Validity
abstract
We propose a conservative algorithm to test the geometrical validity of simplicial (triangles, tetrahedra), tensor product (quadrilaterals, hexahedra), and mixed (prisms) elements of arbitrary polynomial order as they deform linearly within a time interval. Our algorithm uses a combination of adaptive Bézier refinement and bisection search to determine if, when, and where the Jacobian determinant of an element’s polynomial geometric map becomes negative in the transition from one configuration to another. In elastodynamic simulation, our algorithm guarantees that the system remains physically valid during the entire trajectory, not only at discrete time steps. Unlike previous approaches, physical validity is preserved even when our method is implemented using floating point arithmetic. Hence, our algorithm is only slightly slower than existing non-conservative methods while providing guarantees and while being an easy drop-in replacement for current validity tests. To prove the practical effectiveness of our algorithm, we demonstrate its use in a high-order Incremental Potential Contact (IPC) elastodynamic simulator and experimentally show that it prevents invalid, simulation-breaking configurations that would otherwise occur using non-conservative methods.
Federico Sichetti, Zizhou Huang, Marco Attene, Denis Zorin, Enrico Puppo, Daniele Panozzo
ACM Trans. Graph.3
2025 MiSo: A DSL for Robust and Efficient Solve and MInimize Problems
abstract
Many problems in computer graphics can be formulated as finding the global minimum of a function subject to a set of non-linear constraints (Minimize), or finding all solutions of a system of non-linear constraints (Solve). We introduce MiSo, a domain-specific language and compiler for generating efficient C++ code for low-dimensional Minimize and Solve problems, that uses interval methods to guarantee conservative results while using floating point arithmetic. We demonstrate that MiSo-generated code shows competitive performance compared to hand-optimized codes for several computer graphics problems, including high-order collision detection with non-linear trajectories, surface-surface intersection, and geometrical validity checks for finite element simulation.
Federico Sichetti, Enrico Puppo, Zizhou Huang, Marco Attene, Denis Zorin, Daniele Panozzo
ACM Trans. Graph.4
2023 Exploration of 3D motorcycle complexes from hexahedral meshes
abstract
Shape 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.3
2023 Constrained Delaunay Tetrahedrization: A Robust and Practical Approach
abstract
We present a numerically robust algorithm for computing the constrained Delaunay tetrahedrization (CDT) of a piecewise-linear complex, which has a 100% success rate on the 4408 valid models in the Thingi10k dataset. We build on the underlying theory of the well-known tetgen software, but use a floating-point implementation based on indirect geometric predicates to implicitly represent Steiner points: this new approach dramatically simplifies the implementation, removing the need for ad-hoc tolerances in geometric operations. Our approach leads to a robust and parameter-free implementation, with an empirically manageable number of added Steiner points. Furthermore, our algorithm addresses a major gap in tetgen's theory which may lead to algorithmic failure on valid models, even when assuming perfect precision in the calculations. Our output tetrahedrization conforms with the input geometry without approximations. We can further round our output to floating-point coordinates for downstream applications, which almost always results in valid floating-point meshes unless the input triangulation is very close to being degenerate.
Lorenzo Diazzi, Daniele Panozzo, Amir Vaxman, Marco Attene
ACM Trans. Graph.4
2022 Fast and Exact Root Parity for Continuous Collision Detection
abstract
Abstract We introduce the firstexactroot parity counter for continuous collision detection (CCD). That is, our algorithm computes the parity (even or odd) of the number of roots of the cubic polynomial arising from a CCD query. We note that the parity is unable to differentiate between zero (no collisions) and the rare case of two roots (collisions). Our method does not have numerical parameters to tune, has a performance comparable to efficient approximate algorithms, and is exact. We test our approach on a large collection of synthetic tests and real simulations, and we demonstrate that it can be easily integrated into existing simulators.
Bolun Wang, Zachary Ferguson, Marco Attene, Daniele Panozzo, Teseo Schneider
Comput. Graph. Forum4
2022 Interactive and Robust Mesh Booleans
abstract
Boolean 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.3
2022 Deterministic Linear Time Constrained Triangulation Using Simplified Earcut
abstract
Triangulation 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.4
2021 Convex polyhedral meshing for robust solid modeling
abstract
We introduce a new technique to create a mesh of convex polyhedra representing the interior volume of a triangulated input surface. Our approach is particularly tolerant to defects in the input, which is allowed to self-intersect, to be non-manifold, disconnected, and to contain surface holes and gaps. We guarantee that the input surface is exactly represented as the union of polygonal facets of the output volume mesh. Thanks to our algorithm, traditionally difficult solid modeling operations such as mesh booleans and Minkowski sums become surprisingly robust and easy to implement, even if the input has defects. Our technique leverages on the recent concept of indirect geometric predicate to provide an unprecedented combination of guaranteed robustness and speed, thus enabling the practical implementation of robust though flexible solid modeling systems. We have extensively tested our method on all the 10000 models of the Thingi10k dataset, and concluded that no existing method provides comparable robustness, precision and performances.
Lorenzo Diazzi, Marco Attene
ACM Trans. Graph.2
2021 A Large-scale Benchmark and an Inclusion-based Algorithm for Continuous Collision Detection
abstract
We introduce a large-scale benchmark for continuous collision detection (CCD) algorithms, composed of queries manually constructed to highlight challenging degenerate cases and automatically generated using existing simulators to cover common cases. We use the benchmark to evaluate the accuracy, correctness, and efficiency of state-of-the-art continuous collision detection algorithms, both with and without minimal separation. We discover that, despite the widespread use of CCD algorithms, existing algorithms are (1) correct but impractically slow; (2) efficient but incorrect, introducing false negatives that will lead to interpenetration; or (3) correct but over conservative, reporting a large number of false positives that might lead to inaccuracies when integrated in a simulator. By combining the seminal interval root finding algorithm introduced by Snyder in 1992 with modern predicate design techniques, we propose a simple and efficient CCD algorithm. This algorithm is competitive with state-of-the-art methods in terms of runtime while conservatively reporting the time of impact and allowing explicit tradeoff between runtime efficiency and number of false positives reported.
Bolun Wang, Zachary Ferguson, Teseo Schneider, Marco Attene, Daniele Panozzo
ACM Trans. Graph.5
2020 Indirect Predicates for Geometric Constructions
Marco Attene
Comput. Aided Des.1
2020 Fast and robust mesh arrangements using floating-point arithmetic
abstract
We 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.4
2020 Exact and efficient polyhedral envelope containment check
abstract
We introduce a new technique to check containment of a triangle within an envelope built around a given triangle mesh. While existing methods conservatively check containment within a Euclidean envelope, our approach makes use of a non-Euclidean envelope where containment can be checked both exactly and efficiently. Exactness is crucial to address major robustness issues in existing geometry processing algorithms, which we demonstrate by integrating our technique in two surface triangle remeshing algorithms and a volumetric tetrahedral meshing algorithm. We provide a quantitative comparison of our method and alternative algorithms, showing that our solution, in addition to being exact, is also more efficient. Indeed, while containment within large envelopes can be checked in a comparable time, we show that our algorithm outperforms alternative methods when the envelope becomes thin.
Bolun Wang, Teseo Schneider, Marco Attene, Daniele Panozzo
ACM Trans. Graph.4
2019 slice2mesh: A meshing tool for the simulation of additive manufacturing processes
Marco Livesu, Daniela Cabiddu, Marco Attene
Comput. Graph.3
2019 Surface2Volume: surface segmentation conforming assemblable volumetric partition
abstract
Users 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.3
2017 Explicit cylindrical maps for general tubular shapes
Marco Livesu, Marco Attene, Giuseppe Patanè 0001, Michela Spagnuolo
Comput. Aided Des.2
2017 Foreword to the Special Issue on Shape Modeling International 2017
Marco Attene, Sylvain Lefebvre 0001, Daniele Panozzo
Comput. Graph.1
2017 ϵ-maps: Characterizing, detecting and thickening thin features in geometric models
Daniela Cabiddu, Marco Attene
Comput. Graph.2
2017 From 3D models to 3D prints: an overview of the processing pipeline
abstract
Due 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. Forum5
2015 Large mesh simplification for distributed environments
Daniela Cabiddu, Marco Attene
Comput. Graph.2
2015 Shapes In a Box: Disassembling 3D Objects for Efficient Packing and Fabrication
abstract
Abstract Modern 3D printing technologies and the upcoming mass‐customization paradigm call for efficient methods to produce and distribute arbitrarily shaped 3D objects. This paper introduces an original algorithm to split a 3D model in parts that can be efficiently packed within a box, with the objective of reassembling them after delivery. The first step consists in the creation of a hierarchy of possible parts that can be tightly packed within their minimum bounding boxes. In a second step, the hierarchy is exploited to extract the (single) segmentation whose parts can be most tightly packed. The fact that shape packing is an NP‐complete problem justifies the use of heuristics and approximated solutions whose efficacy and efficiency must be assessed. Extensive experimentation demonstrates that our algorithm produces satisfactory results for arbitrarily shaped objects while being comparable to ad hoc methods when specific shapes are considered.
Marco Attene
Comput. Graph. Forum1
2014 Direct repair of self-intersecting meshes
Marco Attene
Graph. Model.1
2013 Steepest descent paths on simplicial meshes of arbitrary dimensions
Mattia Natali, Marco Attene, Giulio Ottonello
Comput. Graph.2
2011 Geometric models with weigthed topology
Marco Attene, Silvia Biasotti
Comput. Graph.1
2011 Part-in-whole 3D shape matching and docking
Marco Attene, Simone Marini, Michela Spagnuolo, Bianca Falcidieno
Vis. Comput.1
2010 Hierarchical Structure Recovery of Point-Sampled Surfaces
abstract
Abstract We focus on the class of ‘regular’ models defined by Várady et al. for reverse engineering purposes. Given a 3D surface represented through a dense set of points, we present a novel algorithm that converts to a hierarchical representation . In , the surface is encoded through patches of various shape and size, which form a hierarchical atlas. If belongs to the class of regular models, then captures the most significant features of at all the levels of detail. In this case, we show that can be exploited to interactively select regions of interest on and intuitively re‐design the model. Furthermore, intrinsically encodes a hierarchy of useful ‘segmentations’ of . We present a simple though efficient approach to extract and optimize such segmentations, and we show how they can be used to approximate the input point sets through idealized manifold meshes.
Marco Attene, Giuseppe Patanè 0001
Comput. Graph. Forum1
2010 Thesaurus-based 3D Object Retrieval with Part-in-Whole Matching
Alfredo Ferreira, Simone Marini, Marco Attene, Manuel J. Fonseca, Michela Spagnuolo, Joaquim Jorge 0001, Bianca Falcidieno
Int. J. Comput. Vis.3
2010 A lightweight approach to repairing digitized polygon meshes
Marco Attene
Vis. Comput.1
2009 A Critical Assessment of 2D and 3D Face Recognition Algorithms
abstract
We present the results of a project aimed to evaluate 2D and 3D face recognition algorithms. In particular, we focused on the potentialities of 3D-based techniques to overcome typical limitations of 2D methods in non-controlled situations. According to the reference scenario of people identification at airport check points, we built a representative database on which we tested different face recognition algorithms. We implemented and tested an improved version of a well-known state-of-the-art 3D approach, and verified that on our dataset it performs better than a widely used commercial system.
Daniela Giorgi, Marco Attene, Giuseppe Patanè 0001, Simone Marini, Corrado Pizzi, Silvia Biasotti, Michela Spagnuolo, Bianca Falcidieno, Marco Corvi, L. Usai, L. Roncarolo, Giovanni Garibotto
AVSS2
2009 Characterization of 3D shape parts for semantic annotation
Marco Attene, Francesco Robbiano, Michela Spagnuolo, Bianca Falcidieno
Comput. Aided Des.1
2009 On converting sets of tetrahedra to combinatorial and PL manifolds
Marco Attene, Daniela Giorgi, Massimo Ferri, Bianca Falcidieno
Comput. Aided Geom. Des.1
2008 SHape REtrieval contest 2008: Stability of watertight models
abstract
In this report we present the results of the Stability on Watertight Models Track. The aim of this track is to evaluate the stability of algorithms with respect to input perturbations that modify the representation of the object without changing its overall shape significantly. Examples of these perturbations include geometric noise, varying sampling patterns, small shape deformations and topological noise.
Silvia Biasotti, Marco Attene
Shape Modeling International2
2008 Hierarchical Convex Approximation of 3D Shapes for Fast Region Selection
abstract
Abstract Given a 3D solid model S represented by a tetrahedral mesh, we describe a novel algorithm to compute a hierarchy of convex polyhedra that tightly enclose S. The hierarchy can be browsed at interactive speed on a modern PC and it is useful for implementing an intuitive feature selection paradigm for 3D editing environments. Convex parts often coincide with perceptually relevant shape components and, for their identification, existing methods rely on the boundary surface only. In contrast, we show that the notion of part concavity can be expressed and implemented more intuitively and efficiently by exploiting a tetrahedrization of the shape volume. The method proposed is completely automatic, and generates a tree of convex polyhedra in which the root is the convex hull of the whole shape, and the leaves are the tetrahedra of the input mesh. The algorithm proceeds bottom‐up by hierarchically clustering tetrahedra into nearly convex aggregations, and the whole process is significantly fast. We prove that, in the average case, for a mesh of n tetrahedra O(n log2n) operations are sufficient to compute the whole tree.
Marco Attene, Michela Mortara, Michela Spagnuolo, Bianca Falcidieno
Comput. Graph. Forum1
2007 Combinatorial 3-Manifolds from Sets of Tetrahedra
abstract
We propose an algorithm to convert a tetrahedral mesh with singularities to a combinatorial 3-manifold using only local modifications. We outline sufficient conditions on the mesh to guarantee the feasibility of the approach and we show how singularities can be both identified and removed according to the configuration of their link. Furthermore, we demonstrate that the algorithm can be implemented using a flexible state-of-the-art data structure for manifold tetrahedral meshes suitable for efficient and general applications.
Marco Attene, Massimo Ferri, Daniela Giorgi
CW1
2007 Part-Based Annotation of Virtual 3D Shapes
abstract
In the latest years, distributed virtual worlds populated by static and dynamic 3D shapes have grown significantly, and the need to model and process them effectively has become a critical issue. The introduction of semantic annotations for capturing characteristics and behaviours is foreseen as a fundamental contribution to move from traditional geometric shapes towards self-describing semantic shapes. To this aim, we describe the foundations of a novel system that allows us to perform non-trivial segmentations of 3D surface meshes and to annotate the detected parts through concepts expressed by an ontology. Each part is connected to an instance in a knowledge base, allowing easier retrieval in a semantics-based context. We show how the part-based annotation framework might be used in two scenarios, namely for the creation of avatars in emerging Internet-based virtual worlds and for product design in emanufacturing.
Francesco Robbiano, Marco Attene, Michela Spagnuolo, Bianca Falcidieno
CW2
2006 ReMESH: An Interactive Environment to Edit and Repair Triangle Meshes
abstract
Polygonal meshes obtained from acquisition of real-world objects may easily exhibit topological or geometrical defects, which often prevent subsequent processing and analysis to provide satisfactory results. This paper describes the foundations of ReMESH, a user-friendly graphical tool which incorporates several mesh-repairing features, and allows to perform a kind of low-level editing which is often missing in most existing software packages. We show how state-of-the-art techniques have been adapted and extended to form an intuitive and integrated environment, and introduce some optimizations and novel ideas that make ReMESH particularly efficient. The main application in which the tool proves to be extremely useful is the post-processing of scanned surface models. In this context, ReMESH represents a valid support for the production of certified quality meshes
Marco Attene, Bianca Falcidieno
SMI1
2006 Mesh Segmentation - A Comparative Study
abstract
Mesh segmentation has become an important component in many applications in computer graphics. In the last several years, many algorithms have been proposed in this growing area, offering a diversity of methods and various evaluation criteria. This paper provides a comparative study of some of the latest algorithms and results, along several axes. We evaluate only algorithms whose code is available to us, and thus it is not a comprehensive study. Yet, it sheds some light on the vital properties of the methods and on the challenges that future algorithms should face
Marco Attene, Sagi Katz, Michela Mortara, Giuseppe Patanè 0001, Michela Spagnuolo, Ayellet Tal
SMI1
2006 Computational methods for understanding 3D shapes
Marco Attene, Silvia Biasotti, Michela Mortara, Giuseppe Patanè 0001, Michela Spagnuolo, Bianca Falcidieno
Comput. Graph.1
2006 Hierarchical mesh segmentation based on fitting primitives
abstract
In this paper, we describe a hierarchical face clustering algorithm for triangle meshes based on fitting primitives belonging to an arbitrary set. The method proposed is completely automatic, and generates a binary tree of clusters, each of which is fitted by one of the primitives employed. Initially, each triangle represents a single cluster; at every iteration, all the pairs of adjacent clusters are considered, and the one that can be better approximated by one of the primitives forms a new single cluster. The approximation error is evaluated using the same metric for all the primitives, so that it makes sense to choose which is the most suitable primitive to approximate the set of triangles in a cluster.Based on this approach, we have implemented a prototype that uses planes, spheres and cylinders, and have experimented that for meshes made of 100 K faces, the whole binary tree of clusters can be built in about 8 s on a standard PC.The framework described here has natural application in reverse engineering processes, but it has also been tested for surface denoising, feature recovery and character skinning.
Marco Attene, Bianca Falcidieno, Michela Spagnuolo
Vis. Comput.1
2005 Sharpen&Bend: Recovering Curved Sharp Edges in Triangle Meshes Produced by Feature-Insensitive Sampling
abstract
Various acquisition, analysis, visualization, and compression approaches sample surfaces of 3D shapes in a uniform fashion without any attempt to align the samples with sharp edges or to adapt the sampling density to the surface curvature. Consequently, triangle meshes that interpolate these samples usually chamfer sharp features and exhibit a relatively large error in their vicinity. We present two new filters that improve the quality of these resampled models. EdgeSharpener restores the sharp edges by splitting the chamfer edges and forcing the new vertices to lie on intersections of planes extending the smooth surfaces incident upon these chamfers. Bender refines the resulting triangle mesh using an interpolating subdivision scheme that preserves the sharpness of the recovered sharp edges while bending their polyline approximations into smooth curves. A combined Sharpen&Bend postprocessing significantly reduces the error produced by feature-insensitive sampling processes. For example, we have observed that the mean-squared distortion introduced by the SwingWrapper remeshing-based compressor can often be reduced by 80 percent executing EdgeSharpener alone after decompression. For models with curved regions, this error may be further reduced by an additional 60 percent if we follow the EdgeSharpening phase by Bender.
Marco Attene, Bianca Falcidieno, Jarek Rossignac, Michela Spagnuolo
IEEE Trans. Vis. Comput. Graph.1
2003 Edge-Sharpener: Recovering Sharp Features in Triangulations of non-adaptively re-meshed surfaces
Marco Attene, Bianca Falcidieno, Michela Spagnuolo, Jarek Rossignac
Symposium on Geometry Processing1
2003 A mapping-independent primitive for the triangulation of parametric surfaces
Marco Attene, Bianca Falcidieno, Michela Spagnuolo, Geoff Wyvill
Graph. Model.1
2003 SwingWrapper: Retiling triangle meshes for better edgebreaker compression
abstract
We focus on the lossy compression of manifold triangle meshes. Our SwingWrapper approach partitions the surface of an original mesh M into simply connected regions, called triangloids . From these, we generate a new mesh M ′ . Each triangle of M ′ is an approximation of a triangloid of M . By construction, the connectivity of M ′ is fairly regular and can be compressed to less than a bit per triangle using EdgeBreaker or one of the other recently developed schemes. The locations of the vertices of M ′ are compactly encoded with our new prediction technique, which uses a single correction parameter per vertex. SwingWrapper strives to reach a user-defined output file size rather than to guarantee a given error bound. For a variety of popular models, a rate of 0.4 bits/triangle yields an L 2 distortion of about 0.01% of the bounding box diagonal. The proposed solution may also be used to encode crude meshes for adaptive transmission or for controlling subdivision surfaces.
Marco Attene, Bianca Falcidieno, Michela Spagnuolo, Jarek Rossignac
ACM Trans. Graph.1
2003 Shape understanding by contour-driven retiling
Marco Attene, Silvia Biasotti, Michela Spagnuolo
Vis. Comput.1
2002 Mapping Independent Triangulation of Parametric Surfaces
abstract
Typical methods for the triangulation of parametric surfaces use a sampling of the parameter space, and the wrong choice of parameterization can spoil a triangulation or even cause the algorithm to fail. We present a new method that uses a local tessellation primitive for almost-uniformly sampling and triangulating a surface, so that its parameterization becomes irrelevant. If sampling density or triangle shape has to be adaptive, the uniform mesh can be used either as an initial coarse mesh for a refinement process, or as a fine mesh to be reduced.
Marco Attene, Bianca Falcidieno, Michela Spagnuolo, Geoff Wyvill
Shape Modeling International1
2001 Re-Meshing Techniques for Topological Analysis
abstract
A method for the extraction of the extended Reeb graph (ERG) from a closed 3D triangular mesh is presented. The ERG encodes the relationships among critical points of the height function associated to the mesh, and it can represent isolated as well as degenerate critical points. The extraction process is based on a re-meshing strategy of the original mesh, which is forced to follow contour levels. The occurrence and configuration of flat areas in the re-triangulated model identify critical areas of the shape, and their relationships allow the reconstruction of the global topological structure of the shape.
Marco Attene, Silvia Biasotti, Michela Spagnuolo
Shape Modeling International1
2000 Automatic surface reconstruction from point sets in space
abstract
In this paper an algorithm is proposed that takes as input a generic set of unorganized points, sampled on a real object, and returns a closed interpolating surface. Specifically, this method generates a closed 2‐manifold surface made of triangular faces, without limitations on the shape or genus of the original solid. The reconstruction method is based on generation of the Delaunay tetrahedralization of the point set, followed by a sculpturing process constrained to particular criteria. The main applications of this tool are in medical analysis and in reverse engineering areas. It is possible, for example, to reconstruct anatomical parts starting from surveys based on TACs or magnetic resonance.
Marco Attene, Michela Spagnuolo
Comput. Graph. Forum1