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Roberto Pierdicca

dblp:159/6784 · DBLP profile ↗
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10ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-9160-834XORCID · verified

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

Artificial intelligence and machine learning · 4 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Computer networks · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging 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
Visual content generation and editing · 46% Virtual and augmented reality · 40% Rendering · 14%
Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content generation
1.012026
Orchestrating Generative AI Paradigms With Human-in-the-Loop for 3D Generation · IEEE Trans. Vis. Comput. Graph. 2026
Human-AI interaction
human-in-the-loop
1.012026
Orchestrating Generative AI Paradigms With Human-in-the-Loop for 3D Generation · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
neural rendering
0.312026
Orchestrating Generative AI Paradigms With Human-in-the-Loop for 3D Generation · IEEE Trans. Vis. Comput. Graph. 2026
Human-AI interaction › human-in-the-loop
human-in-the-loop generation
0.312025
MineVRA: Exploring the Role of Generative AI-Driven Content Development in XR Environments through a Context-Aware Approach · IEEE Trans. Vis. Comput. Graph. 2025

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

multimodal large language model · 2.0multi-view question answering · 2.0guided inpainting · 2.0generative AI · 1.7computer vision · 1.7computer graphics · 1.7
YearPublicationVenuePosition
2026 Orchestrating Generative AI Paradigms With Human-in-the-Loop for 3D Generation
abstract
Generative AI techniques are revolutionizing the creation of 3D and immersive content, yet challenges remain, such as achieving precise user control in 3D generation. Current text-to-3D and image-to-3D pipelines often produce outputs that deviate from user expectations, lacking the ability to refine or correct generated models effectively. To address these limitations, we propose Imagin3D, a novel human-in-the-loop (HITL) system that integrates Multimodal Large Language Models to enhance the controllability and adaptability of 3D content generation. Imagin3D leverages a Multi-View Question Answering module to evaluate the consistency of generated views with user-provided textual descriptions, enabling iterative refinement through guided inpainting while preserving multi-view consistency. This allows users to co-create 3D models, which are then synthesized into a final 3D asset using Neural Rendering. We validate Imagin3D through extensive quantitative evaluations and a comprehensive user study, demonstrating its effectiveness in improving usability, accuracy, and user satisfaction in interactive 3D generation tasks. Our results highlight the potential of HITL approaches to bridge the gap between AI-generated outputs and user intent, paving the way for more accessible and user-centered 3D generation workflows.
Emanuele Balloni, Lorenzo Stacchio, Marina Paolanti, Primo Zingaretti, Roberto Pierdicca
IEEE Trans. Vis. Comput. Graph.5
2025 RenderGAN: Enhancing Real-time Rendering Efficiency with Deep Learning
abstract
In the domain of computer graphics, achieving high visual quality in real-time rendering remains a formidable challenge due to the inherent time-quality tradeoff. Conventional real-time rendering engines sacrifice visual fidelity for interactive performance, while image generation using path-tracing techniques can be exceedingly time-consuming. In this article, we introduce RenderGAN, a deep learning-based solution designed to address this critical challenge in real-time rendering. RenderGAN uses G-Buffers and information from a real-time rendering engine as inputs to produce output images with exceptional visual fidelity. Its encoder–decoder architecture, trained using the Generative Adversarial Network (GAN) framework with perceptual loss, enhances image realism. To evaluate RenderGAN’s effectiveness, we quantitatively compare the generated images with those of a path-tracing engine, obtaining a remarkable Universal Image Quality Index (UIQI) value of 0.898. RenderGAN’s open source nature fosters collaboration, driving advancements in real-time computer graphics and rendering techniques. By bridging the gap between real-time and path-tracing rendering, RenderGAN opens new horizons for accelerated image generation, inspiring innovation and unlocking the full potential of real-time visual experiences. Project page: https://github.com/marcomameli1992/RenderNet
Marco Mameli, Marina Paolanti, Adriano Mancini, Primo Zingaretti, Roberto Pierdicca
ACM Trans. Multim. Comput. Commun. Appl.5
2025 MineVRA: Exploring the Role of Generative AI-Driven Content Development in XR Environments through a Context-Aware Approach
abstract
The convergence of Artificial Intelligence (AI), Computer Vision (CV), Computer Graphics (CG), and Extended Reality (XR) is driving innovation in immersive environments. A key challenge in these environments is the creation of personalized 3D assets, traditionally achieved through manual modeling, a time-consuming process that often fails to meet individual user needs. More recently, Generative AI (GenAI) has emerged as a promising solution for automated, context-aware content generation. In this paper, we present MineVRA (Multimodal generative artificial iNtelligence for contExt-aware Virtual Reality Assets), a novel Human-In-The-Loop (HITL) XR framework that integrates GenAI to facilitate coherent and adaptive 3D content generation in immersive scenarios. To evaluate the effectiveness of this approach, we conducted a comparative user study analyzing the performance and user satisfaction of GenAI-generated 3D objects compared to those generated by Sketchfab in different immersive contexts. The results suggest that GenAI can significantly complement traditional 3D asset libraries, with valuable design implications for the development of human-centered XR environments.
Lorenzo Stacchio, Emanuele Balloni, Emanuele Frontoni, Marina Paolanti, Primo Zingaretti, Roberto Pierdicca
IEEE Trans. Vis. Comput. Graph.6
2024 DeepReality: An open source framework to develop AI-based augmented reality applications
abstract
Augmented reality (AR) and Artificial Intelligence (AI) are technologies pioneers in innovation and alteration in several domains. AR allows the creation of an entirely new and interactive experience for users. However, there are several drawbacks in developing AR applications, such as the marker identification process and the creation of content itself. These are very time-consuming procedures and require ad-hoc development. The advantages of using AI to solve AR limitations have recently been explored in literature. Motivated by these findings, in this paper it is proposed DeepReality, a software toolkit plug-in for Unity 3D. It is conceived for allowing developers to integrate any Deep Learning (DL) models into Unity, through AR Foundation and Barracuda inference engine. DeepReality is aimed at simplifying and streamlining the usage of DL models in conjunction with AR. As such, users skilled in Unity and DL can easily create mobile applications (iOS and Android) to: extract visual features of real-world objects (framed with the device camera) via DL; Show on-screen content on top of those real-world objects, via AR. DeepReality performs object semantic processing within the scene, and extended semantic effects for incongruent objects, overcoming the environmental tracking, which is feature-based. In order to test DeepReality usability, experiments have been performed on the execution time and memory usage data, demonstrating the feasibility and possibility of integrating and using DNNs models in mobile applications for AR. The complexity analysis confirms that DeepReality can be completely executed on mobile devices. DeepReality is also open-source and it is freely available in the Unity asset store. By fostering accessible AI-AR integration, DeepReality addresses key shortcomings in existing approaches, encapsulating contributions such as versatile DL integration, open-source accessibility, operational validation, and comprehensive metrics analysis. DeepReality empowers developers to transcend boundaries, enriching AR applications with AI’s transformative potential. Our proposed framework fosters benchmarking, comparison, and a future harmonised by AR-AI synergy.
Roberto Pierdicca, Flavio Tonetto, Marina Paolanti, Marco Mameli, Riccardo Rosati 0002, Primo Zingaretti
Expert Syst. Appl.1
2022 SeSAME: Re-identification-based ambient intelligence system for museum environment
Marina Paolanti, Roberto Pierdicca, Rocco Pietrini, Massimo Martini, Emanuele Frontoni
Pattern Recognit. Lett.2
2021 Human trajectory prediction and generation using LSTM models and GANs
Luca Rossi 0007, Marina Paolanti, Roberto Pierdicca, Emanuele Frontoni
Pattern Recognit.3
2020 Algorithms for Enhancing Satellite Imagery to Discover Archaeological Finds Covered by Shadow
Stefano Chiappini, Francesco Di Stefano, Eva Savina Malinverni, Roberto Pierdicca
ICCSA (5)4
2019 Design, Large-Scale Usage Testing, and Important Metrics for Augmented Reality Gaming Applications
abstract
Augmented Reality (AR) offers the possibility to enrich the real world with digital mediated content, increasing in this way the quality of many everyday experiences. While in some research areas such as cultural heritage, tourism, or medicine there is a strong technological investment, AR for game purposes struggles to become a widespread commercial application. In this article, a novel framework for AR kid games is proposed, already developed by the authors for other AR applications such as Cultural Heritage and Arts. In particular, the framework includes different layers such as the development of a series of AR kid puzzle games in an intermediate structure which can be used as a standard for different applications development, the development of a smart configuration tool, together with general guidelines and long-life usage tests and metrics. The proposed application is designed for augmenting the puzzle experience, but can be easily extended to other AR gaming applications. Once the user has assembled the real puzzle, AR functionality within the mobile application can be unlocked, bringing to life puzzle characters, creating a seamless game that merges AR interactions with the puzzle reality. The main goals and benefits of this framework can be seen in the development of a novel set of AR tests and metrics in the pre-release phase (in order to help the commercial launch and developers), and in the release phase by introducing the measures for long-life app optimization, usage tests and hint on final users together with a measure to design policy, providing a method for automatic testing of quality and popularity improvements. Moreover, smart configuration tools, as part of the general framework, enabling multi-app and eventually also multi-user development, have been proposed, facilitating the serialization of the applications. Results were obtained from a large-scale user test with about 4 million users on a set of eight gaming applications, providing the scientific community a workflow for implicit quantitative analysis in AR gaming. Different data analytics developed on the data collected by the framework prove that the proposed approach is affordable and reliable for long-life testing and optimization.
Roberto Pierdicca, Emanuele Frontoni, Primo Zingaretti, Adriano Mancini, Jelena Loncarski, Marina Paolanti
ACM Trans. Multim. Comput. Commun. Appl.1
2017 Customer Experience: A Design Approach and Supporting Platform
Maura Mengoni, Emanuele Frontoni, Luca Giraldi, Silvia Ceccacci, Roberto Pierdicca, Marina Paolanti
PRO-VE5
2016 Robust and affordable retail customer profiling by vision and radio beacon sensor fusion
Mirco Sturari, Daniele Liciotti, Roberto Pierdicca, Emanuele Frontoni, Adriano Mancini, Marco Contigiani, Primo Zingaretti
Pattern Recognit. Lett.3