Gianmarco Cherchi

dblp:153/9836 · DBLP profile ↗
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16ranked-venue papers
6as first author
12since 2021 · last 2025
0000-0003-2029-1119ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 10 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
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)1
2025 Foreword to the Special Section on Smart Tool and Applications for Graphics (STAG 2022)
Daniela Cabiddu, Teseo Schneider, Gianmarco Cherchi
Comput. Graph.3
2023 VOLMAP: a Large Scale Benchmark for Volume Mappings to Simple Base Domains
abstract
Abstract Correspondences between geometric domains (mappings) are ubiquitous in computer graphics and engineering, both for a variety of downstream applications and as core building blocks for higher level algorithms. In particular, mapping a shape to a convex or star‐shaped domain with simple geometry is a fundamental module in existing pipelines for mesh generation, solid texturing, generation of shape correspondences, advanced manufacturing etc. For the case of surfaces, computing such a mapping with guarantees of injectivity is a solved problem. Conversely, robust algorithms for the generation of injective volume mappings to simple polytopes are yet to be found, making this a fundamental open problem in volume mesh processing. VOLMAP is a large scale benchmark aimed to support ongoing research in volume mapping algorithms. The dataset contains 4.7K tetrahedral meshes, whose boundary vertices are mapped to a variety of simple domains, either convex or star‐shaped. This data constitutes the input for candidate algorithms, which are then required to position interior vertices in the domain to obtain a volume map. Overall, this yields more than 22K alternative test cases. VOLMAP also comprises tools to process this data, analyze the resulting maps, and extend the dataset with new meshes, boundary maps and base domains. This article provides a brief overview of the field, discussing its importance and the lack of effective techniques. We then introduce both the dataset and its major features. An example of comparative analysis between two existing methods is also present.
Gianmarco Cherchi, Marco Livesu
Comput. Graph. Forum1
2023 HexBox: Interactive Box Modeling of Hexahedral Meshes
abstract
Abstract We introduce HexBox, an intuitive modeling method and interactive tool for creating and editing hexahedral meshes. Hexbox brings the major and widely validated surface modeling paradigm of surface box modeling into the world of hex meshing. The main idea is to allow the user to box‐model a volumetric mesh by primarily modifying its surface through a set of topological and geometric operations. We support, in particular, local and global subdivision, various instantiations of extrusion, removal, and cloning of elements, the creation of non‐conformal or conformal grids, as well as shape modifications through vertex positioning, including manual editing, automatic smoothing, or, eventually, projection on an externally‐provided target surface. At the core of the efficient implementation of the method is the coherent maintenance, at all steps, of two parallel data structures: a hexahedral mesh representing the topology and geometry of the currently modeled shape, and a directed acyclic graph that connects operation nodes to the affected mesh hexahedra. Operations are realized by exploiting recent advancements in grid‐based meshing, such as mixing of 3‐refinement, 2‐refinement, and face‐refinement, and using templated topological bridges to enforce on‐the‐fly mesh conformity across pairs of adjacent elements. A direct manipulation user interface lets users control all operations. The effectiveness of our tool, released as open source to the community, is demonstrated by modeling several complex shapes hard to realize with competing tools and techniques.
F. Zoccheddu, Enrico Gobbetti, Marco Livesu, Nico Pietroni, Gianmarco Cherchi
Comput. Graph. Forum5
2023 Editorial special issue on the 9th smart tools and applications in graphics conference (STAG 2022)
Daniela Cabiddu, Gianmarco Cherchi, Teseo Schneider
Graph. Model.2
2023 Hex-Mesh Generation and Processing: A Survey
abstract
In 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.4
2022 Automated generation of flat tileable patterns and 3D reduced model simulation
abstract
The computational fabrication community is developing an increasing interest in the use of patterned surfaces, which can be designed to show ornamental and unconventional aesthetics or to perform as a proper structural material with a wide range of features. Geometrically designing and controlling the deformation capabilities of these patterns in response to external stimuli is a complex task due to the large number of variables involved. This paper introduces a method for generating sets of tileable and exchangeable flat patterns as well as a model-reduction strategy that enables their mechanical simulation at interactive rates. This method is included in a design pipeline that aims to turn any general flat surface into a pattern tessellation, which is able to deform under a given loading scenario. To validate our approach, we apply it to different contexts, including real-scale 3D printed specimens, for which we compare our results with the ones provided by a ground-truth solver.
Iason Manolas, Francesco Laccone, Gianmarco Cherchi, Luigi Malomo, Paolo Cignoni
Comput. Graph.3
2022 Defining Configurable Virtual Reality Templates for End Users
abstract
This paper proposes a solution for supporting end users in configuring Virtual Reality environments by exploiting reusable templates created by experts. We identify the roles participating in the environment development and the means for delegating part of the behaviour definition to the end users. We focus in particular on enabling end users to define the environment behaviour. The solution exploits a taxonomy defining common virtual objects having high-level actions for specifying event-condition-action rules readable as natural language sentences. End users exploit such actions to define the environment behaviour. We report on a proof-of-concept implementation of the proposed approach, on its validation through two different case studies (virtual shop and museum), and on evaluating the approach with expert users.
Valentino Artizzu, Gianmarco Cherchi, Davide Fara, Vittoria Frau, Riccardo Macis, Luca Pitzalis, Alessandro Tola, Ivan Blecic, Lucio Davide Spano
Proc. ACM Hum. Comput. Interact.2
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.1
2022 Optimal Dual Schemes for Adaptive Grid Based Hexmeshing
abstract
Hexahedral meshes are a ubiquitous domain for the numerical resolution of partial differential equations. Computing a pure hexahedral mesh from an adaptively refined grid is a prominent approach to automatic hexmeshing, and requires the ability to restore the all hex property around the hanging nodes that arise at the interface between cells having different size. The most advanced tools to accomplish this task are based on mesh dualization. These approaches use topological schemes to regularize the valence of inner vertices and edges, such that dualizing the grid yields a pure hexahedral mesh. In this article, we study in detail the dual approach, and propose four main contributions to it: (i) We enumerate all the possible transitions that dual methods must be able to handle, showing that prior schemes do not natively cover all of them; (ii) We show that schemes are internally asymmetric, therefore not only their construction is ambiguous, but different implementative choices lead to hexahedral meshes with different singular structure; (iii) We explore the combinatorial space of dual schemes, selecting the minimum set that covers all the possible configurations and also yields the simplest singular structure in the output hexmesh; (iv) We enlarge the class of adaptive grids that can be transformed into pure hexahedral meshes, relaxing one of the tight topological requirements imposed by previous approaches. Our extensive experiments show that our transition schemes consistently outperform prior art in terms of ability to converge to a valid solution, amount and distribution of singular mesh edges, and element count. Last but not least, we publicly release our code and reveal a conspicuous amount of technical details that were overlooked in previous literature, lowering an entry barrier that was hard to overcome for practitioners in the field.
Marco Livesu, Luca Pitzalis, Gianmarco Cherchi
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.2
2021 Generalized adaptive refinement for grid-based hexahedral meshing
abstract
Due 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.3
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.1
2019 Selective Padding for Polycube-Based Hexahedral Meshing
abstract
Abstract 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. Forum1
2018 Fabrication oriented shape decomposition using polycube mapping
Filippo A. Fanni, Gianmarco Cherchi, Alessandro Muntoni, Alessandro Tola, Riccardo Scateni
Comput. Graph.2
2016 Polycube Simplification for Coarse Layouts of Surfaces and Volumes
abstract
Abstract 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. Forum1