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Fabio Ganovelli

dblp:11/2300 · DBLP profile ↗
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32ranked-venue papers
5as first author
1since 2021 · last 2021
0000-0002-0378-9188ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 28 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 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
3 papers
Geometric modeling and processing · 32% Visual content generation and editing · 24% Image and video processing · 24%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
camera control
0.312017
Presentation of 3D Scenes Through Video Example · IEEE Trans. Vis. Comput. Graph. 2017
Image and video processing › motion estimation
optical flow
0.312017
Presentation of 3D Scenes Through Video Example · IEEE Trans. Vis. Comput. Graph. 2017
Geometric modeling and processing › registration
3d registration
0.212013
Fully Automatic Registration of Image Sets on Approximate Geometry · Int. J. Comput. Vis. 2013
Geometric modeling and processing › registration › 3d registration
multi-view registration
0.212013
Fully Automatic Registration of Image Sets on Approximate Geometry · Int. J. Comput. Vis. 2013
Computational photography and imaging › image-based modeling
3d reconstruction from images
0.012013
Fully Automatic Registration of Image Sets on Approximate Geometry · Int. J. Comput. Vis. 2013
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

user study · 0.3optical flow matching · 0.3image registration · 0.2approximate geometry · 0.2tetrahedral hierarchy · 0.0conformal subdivision · 0.0
YearPublicationVenuePosition
2021 A Deep Learning Method for Frame Selection in Videos for Structure from Motion Pipelines
abstract
Structure-from-Motion (SfM) using the frames of a video sequence can be a challenging task because there is a lot of redundant information, the computational time increases quadratically with the number of frames, there would be low-quality images (e.g., blurred frames) that can decrease the final quality of the reconstruction, etc. To overcome all these issues, we present a novel deep-learning architecture that is meant for speeding up SfM by selecting frames using predicted sub-sampling frequency. This architecture is general and can learn/distill the knowledge of any algorithm for selecting frames from a video for generating high-quality reconstructions. One key advantage is that we can run our architecture in real-time saving computations while keeping high-quality results.
Francesco Banterle, Massimiliano Corsini, Fabio Ganovelli, Luc Van Gool, Paolo Cignoni
ICIP4
2020 State-of-the-art in Automatic 3D Reconstruction of Structured Indoor Environments
abstract
Abstract Creating high‐level structured 3D models of real‐world indoor scenes from captured data is a fundamental task which has important applications in many fields. Given the complexity and variability of interior environments and the need to cope with noisy and partial captured data, many open research problems remain, despite the substantial progress made in the past decade. In this survey, we provide an up‐to‐date integrative view of the field, bridging complementary views coming from computer graphics and computer vision. After providing a characterization of input sources, we define the structure of output models and the priors exploited to bridge the gap between imperfect sources and desired output. We then identify and discuss the main components of a structured reconstruction pipeline, and review how they are combined in scalable solutions working at the building level. We finally point out relevant research issues and analyze research trends.
Giovanni Pintore, Claudio Mura, Fabio Ganovelli, Lizeth Joseline Fuentes Perez, Renato Pajarola, Enrico Gobbetti
Comput. Graph. Forum3
2019 Automatic modeling of cluttered multi-room floor plans from panoramic images
abstract
Abstract We present a novel and light‐weight approach to capture and reconstruct structured 3D models of multi‐room floor plans. Starting from a small set of registered panoramic images, we automatically generate a 3D layout of the rooms and of all the main objects inside. Such a 3D layout is directly suitable for use in a number of real‐world applications, such as guidance, location, routing, or content creation for security and energy management. Our novel pipeline introduces several contributions to indoor reconstruction from purely visual data. In particular, we automatically partition panoramic images in a connectivity graph, according to the visual layout of the rooms, and exploit this graph to support object recovery and rooms boundaries extraction. Moreover, we introduce a plane‐sweeping approach to jointly reason about the content of multiple images and solve the problem of object inference in a top‐down 2D domain. Finally, we combine these methods in a fully automated pipeline for creating a structured 3D model of a multi‐room floor plan and of the location and extent of clutter objects. These contribution make our pipeline able to handle cluttered scenes with complex geometry that are challenging to existing techniques. The effectiveness and performance of our approach is evaluated on both real‐world and synthetic models.
Giovanni Pintore, Fabio Ganovelli, Alberto Jaspe-Villanueva, Enrico Gobbetti
Comput. Graph. Forum2
2019 DeepFlash: Turning a flash selfie into a studio portrait
Nicola Capece, Francesco Banterle, Paolo Cignoni, Fabio Ganovelli, Roberto Scopigno, Ugo Erra
Signal Process. Image Commun.4
2018 Recovering 3D existing-conditions of indoor structures from spherical images
Giovanni Pintore, Ruggero Pintus, Fabio Ganovelli, Roberto Scopigno, Enrico Gobbetti
Comput. Graph.3
2018 3D floor plan recovery from overlapping spherical images
abstract
We present a novel approach to automatically recover, from a small set of partially overlapping spherical images, an indoor structure representation in terms of a 3D floor plan registered with a set of 3D environment maps. We introduce several improvements over previous approaches based on color and spatial reasoning exploiting Manhattan world priors. In particular, we introduce a new method for geometric context extraction based on a 3D facet representation, which combines color distribution analysis of individual images with sparse multi-view clues. We also introduce an efficient method to combine the facets from different viewpoints in a single consistent model, taking into the reliability of the facet information. The resulting capture and reconstruction pipeline automatically generates 3D multi-room environments in cases where most previous approaches fail, e.g., in the presence of hidden corners and large clutter, without the need for additional dense 3D data or tools. We demonstrate the effectiveness and performance of our approach on different real-world indoor scenes. Our test data is available to allow further studies and comparisons.
Giovanni Pintore, Fabio Ganovelli, Ruggero Pintus, Roberto Scopigno, Enrico Gobbetti
Comput. Vis. Media2
2017 Presentation of 3D Scenes Through Video Example
abstract
Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper.
Andrea Baldacci, Fabio Ganovelli, Massimiliano Corsini, Roberto Scopigno
IEEE Trans. Vis. Comput. Graph.2
2016 Omnidirectional image capture on mobile devices for fast automatic generation of 2.5D indoor maps
abstract
We introduce a light-weight automatic method to quickly capture and recover 2.5D multi-room indoor environments scaled to real-world metric dimensions. To minimize the user effort required, we capture and analyze a single omni-directional image per room using widely available mobile devices. Through a simple tracking of the user movements between rooms, we iterate the process to map and reconstruct entire floor plans. In order to infer 3D clues with a minimal processing and without relying on the presence of texture or detail, we define a specialized spatial transform based on catadioptric theory to highlight the room's structure in a virtual projection. From this information, we define a parametric model of each room to formalize our problem as a global optimization solved by Levenberg-Marquardt iterations. The effectiveness of the method is demonstrated on several challenging real-world multi-room indoor scenes.
Giovanni Pintore, Valeria Garro, Fabio Ganovelli, Enrico Gobbetti, Marco Agus
WACV3
2016 3D reconstruction for featureless scenes with curvature hints
Andrea Baldacci, Daniele Bernabei, Massimiliano Corsini, Fabio Ganovelli, Roberto Scopigno
Vis. Comput.4
2015 Fast and simple automatic alignment of large sets of range maps
Paolo Pingi, Massimiliano Corsini, Fabio Ganovelli, Roberto Scopigno
Comput. Graph.3
2014 Building an IT platform for strategic crisis management preparation
abstract
This paper presents the result of the work achieved in the frame of three successive European Projects, which aimed to build an innovative system to assist security managers in the crisis preparation, training and management phases. The iterative approach of the consortium is presented, as well as the results. A novel interactive and shared Common Operational Picture is proposed which has been validated by three large scale demonstrations. On-going and future work focusing on the security concepts and measures of building interiors is moreover presented.
Arjen Boin, Fredrik Bynander, Giovanni Pintore, Fabio Ganovelli, George Leventakis, Alexandre Ahmad, Olivier Balet
WiMob4
2014 ExploreMaps: Efficient construction and ubiquitous exploration of panoramic view graphs of complex 3D environments
abstract
Abstract We introduce a novel efficient technique for automatically transforming a generic renderable 3D scene into a simple graph representation named ExploreMaps, where nodes are nicely placed point of views, called probes, and arcs are smooth paths between neighboring probes. Each probe is associated with a panoramic image enriched with preferred viewing orientations, and each path with a panoramic video. Our GPU‐accelerated unattended construction pipeline distributes probes so as to guarantee coverage of the scene while accounting for perceptual criteria before finding smooth, good looking paths between neighboring probes. Images and videos are precomputed at construction time with off‐line photorealistic rendering engines, providing a convincing 3D visualization beyond the limits of current real‐time graphics techniques. At run‐time, the graph is exploited both for creating automatic scene indexes and movie previews of complex scenes and for supporting interactive exploration through a low‐DOF assisted navigation interface and the visual indexing of the scene provided by the selected viewpoints. Due to negligible CPU overhead and very limited use of GPU functionality, real‐time performance is achieved on emerging web‐based environments based on WebGL even on low‐powered mobile devices.
Marco Di Benedetto 0001, Fabio Ganovelli, Marcos Balsa, Alberto Jaspe-Villanueva, Roberto Scopigno, Enrico Gobbetti
Comput. Graph. Forum2
2013 Fully Automatic Registration of Image Sets on Approximate Geometry
Massimiliano Corsini, Matteo Dellepiane, Fabio Ganovelli, Riccardo Gherardi, Andrea Fusiello, Roberto Scopigno
Int. J. Comput. Vis.3
2010 Real-time single scattering inside inhomogeneous materials
Daniele Bernabei, Fabio Ganovelli, Nico Pietroni, Paolo Cignoni, Sumanta N. Pattanaik, Roberto Scopigno
Vis. Comput.2
2009 eNVyMyCar: A Multiplayer Car Racing Game for Teaching Computer Graphics
abstract
Abstract The development of a computer game is widely used as a way of conveying concepts regarding Computer Science. There are several reasons for this: it stimulates creativity, it provides an immediate sense of achievement (when the code works), it typically covers all the aspects of an introductory course, and it is easy to find ideas just by looking around and finding stimulation from one's environment and from fellow students. In this paper we present eNVyMyCar, a framework for the collaborative/competitive development of a computer game, and report the experience of its use in two Computer Graphics courses held in 2007. We developed a multiplayer car racing game where the student's task is just to implement the rendering of the scene, while all the other aspects, communication and synchronization are implemented in the framework and are transparent to the developer. The innovative feature of our framework is that all on‐line users can see the views produced by their fellow students. This motivates students to improve their work by comparing it with other students and picking up ideas from them. It also gives students an opportunity to show off to their classmates.
Fabio Ganovelli, Massimiliano Corsini
Comput. Graph. Forum1
2009 Splitting cubes: a fast and robust technique for virtual cutting
Nico Pietroni, Fabio Ganovelli, Paolo Cignoni, Roberto Scopigno
Vis. Comput.2
2007 A robust method for real-time thread simulation
abstract
In 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
VRST3
2007 Ray-Casted BlockMaps for Large Urban Models Visualization
abstract
Abstract We introduce a GPU‐friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the efficient encoding and rendering of a small set of textured buildings far from the viewer. A BlockMap compactly represents a set of textured vertical prisms with a bounded on‐screen footprint. BlockMaps are stored into small fixed size texture chunks and efficiently rendered through GPU raycasting. Blockmaps can be seamlessly integrated into hierarchical data structures for interactive rendering of large textured urban models. We illustrate an efficient output‐sensitive framework in which a visibility‐aware traversal of the hierarchy renders components close to the viewer with textured polygons and employs BlockMaps for far away geometry. Our approach provides a bounded size far distance representation of cities, naturally scales with the improving shader technology, and outperforms current state of the art approaches. Its efficiency and generality is demonstrated with the interactive exploration of a large textured model of the city of Paris on a commodity graphics platform.
Paolo Cignoni, Marco Di Benedetto 0001, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Roberto Scopigno
Comput. Graph. Forum3
2007 Texturing Internal Surfaces from a Few Cross Sections
abstract
Abstract We introduce a new appearance‐modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross‐sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real‐time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors.
Nico Pietroni, Miguel A. Otaduy, Bernd Bickel, Fabio Ganovelli, Markus Gross 0001
Comput. Graph. Forum4
2006 Introduction
Fabio Ganovelli, César Mendoza
Comput. Graph.1
2006 C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering
abstract
Abstract We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed Batched Dynamic Adaptive Meshes (C‐BDAM), is an extension of the BDAM and P‐BDAM chunked level‐of‐detail hierarchy. In the C‐BDAM approach, all patches share the same regular triangulation connectivity and incrementally encode their vertex attributes using a quantized representation of the difference with respect to values predicted from the coarser level. The structure provides a number of benefits: simplicity of data structures, overall geometric continuity for planar and spherical domains, support for variable resolution input data, management of multiple vertex attributes, efficient compression and fast construction times, ability to support maximum‐error metrics, real‐time decompression and shaded rendering with configurable variable level‐of‐detail extraction, and runtime detail synthesis. The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data. Categories and Subject Descriptors (according toACMCCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism.
Enrico Gobbetti, Fabio Marton, Paolo Cignoni, Marco Di Benedetto 0001, Fabio Ganovelli
Comput. Graph. Forum5
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 Visualization2
2005 Minimizing user intervention in registering 2D images to 3D models
Thomas Franken, Matteo Dellepiane, Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.3
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.2
2004 The Marching Intersections algorithm for merging range images
Claudio Rocchini, Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Paolo Pingi, Roberto Scopigno
Vis. Comput.3
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 Visualization2
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. Forum2
2001 Marching Intersections: An Efficient Resampling Algorithm for Surface Management
abstract
The paper presents a simple and efficient algorithm for the removal of small topological inconsistencies and high frequency details from surface models. The method, called marching intersections (MI), adopts a volumetric approach and acts as a resampling filter. All the intersection points between the input model and the lines of a user selected 3D reference grid are located and then, beginning from these intersections, an output surface is reconstructed. MI, which presents good characteristics in terms of efficiency, compactness, and quality of the output models, can be also used: for the conversion between different representation schemes; to perform logical operations on geometric models; for the topological simplification of surfaces; and for the simplification of huge meshes, i.e. meshes too large to be allocated in main memory during the simplification process. All these aspects are discussed in the paper and timing and graphic results are presented.
Claudio Rocchini, Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Paolo Pingi, Roberto Scopigno
Shape Modeling International3
2001 Enabling cuts on multiresolution representation
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.1
2000 Enabling Cuts on Multiresolution Representation
abstract
Multi-resolution representations are widely used in many data visualization contexts and applications. The adoption of a multi-resolution approach provides the optimal management of a data representation, using at each instant of time a level of detail that is more adequate for the given action or task to be performed. Recently, multi-resolution has also been introduced into the interactive physically-based simulation of deformable objects (e.g. in virtual surgery applications). In these applications, the processing resources available are often insufficient and pose a critical constraint. The adoption of multi-resolution allows one to improve the accuracy of the simulation in the proximity of the action focus while maintaining computations under a given bound. In this particular context, the user should be able to perform cuts in the object. The problem is that most multi-resolution models need a pre-processing phase in which the data structure is constructed. Such a construction strictly depends on the topology of the object, which is supposed to be invariable. We propose a new approach for the dynamic topological modification of a multi-resolution model, which allows easy updating of the multi-resolution data structure (based on the multi-resolution triangulation framework), and efficient decomposition of the cells intersected by the cut. With respect to previous methods, our solution supports a much lower degree of fragmentation of the decomposition and very short processing times, due to the design of a lookup table (LUT) based splitting solution.
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Computer Graphics International1
2000 Reconstruction of topologically correct and adaptive trilinear isosurfaces
Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Roberto Scopigno
Comput. Graph.2
2000 A Multiresolution Model for Soft Objects supporting interactive cuts and lacerations
abstract
Performing a really interactive and physically‐based simulation of complex soft objects is still an open problem in computer animation/simulation. Given the application domain of virtual surgery training, a complete model should be quite realistic, interactive and should enable the user to modify the topology of the objects. Recent papers propose the adoption of multiresolution techniques to optimize time performance by representing at high resolution only the object parts considered more important or critical. The speed up obtainable at simulation time are counterbalanced by the need of a preprocessing phase strongly dependent on the topology of the object, with the drawback that performing dynamic topology modification becomes a prohibitive issue. In this paper we present an approach that couples multiresolution and topological modifications, based on the adoption of a particle systems approach to the physical simulation. Our approach is based on a tetrahedral decomposition of the space, chosen both for its suitability to support a particle system and for the ready availability of many techniques recently proposed for the simplification and multiresolution management of 3D simplicial decompositions. The multiresolution simulation system is designed to ensure the required speedup and to support dynamic changes of the topology, e.g. due to cuts or lacerations of the represented tissue.
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Graph. Forum1