Enrico Gobbetti

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82ranked-venue papers
13as first author
18since 2021 · last 2025
0000-0003-0831-2458ORCID · verified

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Graphics, computer vision, multimedia, augmented reality and games · 74 · 9 first-author · 18 since 2021Human-computer interaction and ubiquitous computing · 14 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 1 since 2021Computer networks · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 PanoFloor: Reconstruction and Immersive Exploration of Large Multi-Room Scenes from a Minimal Set of Registered Panoramic Images Using Denoised Density Maps
abstract
We introduce a deep learning approach to automatically generate 3D floor plans and immersive multi-room virtual visit experiences from a small set of co-registered 360° panoramas - down to just one per room. We integrate novel neural networks that leverage panoramic image broad context and large annotated room datasets to build a geometric and visual graph. Nodes represent stereo-viewable multiple-center-of-projection (MCOP) 360° images at the capture locations, while arcs connect them with paths through doors, avoiding clutter and minimizing disocclusions to maximize visual quality. The process starts with depth prediction and floor-plan projection to create a comprehensive but noisy global density map, which is refined via a latent diffusion model. A segmentation network then extracts room layouts, openings, and clutter. This structured representation is lifted to a visual one by creating a 360° stereo-explorable MCOP representation at each node, produced using a view-synthesis network from the original image and its predicted depth map. Arc paths are then computed using an optimization process that considers structural constraints, including openings and obstacles, while minimizing visual discontinuities, occlusions, and disocclusions. Finally, 360° video transitions are synthesized using a specialized view-synthesis network to obtain a fully precomputed WebXR-ready explorable representation that can be efficiently experienced on Head-Mounted-Displays with limited graphics capabilities. The extracted floor plan not only aids in documenting the captured building but can also enhance immersive experiences by serving as a live map of the building. Our experiments show that the method achieves state-of-the-art reconstruction from sparse inputs and supports compelling immersive visits.
Giovanni Pintore, Sara Jashari, Marco Agus, Enrico Gobbetti
ISMAR4
2025 Fast and accurate neural reflectance transformation imaging through knowledge distillation
abstract
Reflectance Transformation Imaging (RTI) is very popular for its ability to visually analyze surfaces by enhancing surface details through interactive relighting, starting from only a few tens of photographs taken with a fixed camera and variable illumination. Traditional methods like Polynomial Texture Maps (PTM) and Hemispherical Harmonics (HSH) are compact and fast, but struggle to accurately capture complex reflectance fields using few per-pixel coefficients and fixed bases, leading to artifacts, especially in highly reflective or shadowed areas. The NeuralRTI approach, which exploits a neural autoencoder to learn a compact function that better approximates the local reflectance as a function of light directions, has been shown to produce superior quality at comparable storage cost. However, as it performs interactive relighting with custom decoder networks with many parameters, the rendering step is computationally expensive and not feasible at full resolution for large images on limited hardware. Earlier attempts to reduce costs by directly training smaller networks have failed to produce valid results. For this reason, we propose to reduce its computational cost through a novel solution based on Knowledge Distillation (DISK-NeuralRTI). Starting from a teacher network that can be one of the original Neural RTI methods or a more complex solution, DISK-NeuralRTI can create a student architecture with a simplified decoder network that preserves image quality and has computational cost compatible with real-time web-based visualization of large surfaces. Experimental results show that we can obtain a student prediction that is on par or more accurate than the existing NeuralRTI solutions with up to 80% parameter reduction. Using a novel benchmark of high-resolution Multi-Light image collections (RealRTIHR), we also tested the usability of a web-based visualization tool based on our simplified decoder for realistic surface inspection tasks. The results show that the solution reaches interactive frame rates without the necessity of using progressive rendering with image quality loss. • Previous neural methods improve classic RTI in quality but are much slower to render. • Knowledge Distillation achieves 80% neural parameter reductions at same quality. • First neural RTI method for full-res real-time web exploration on > 4K displays. • New RealRTIHR dataset introduced for high-res training and benchmarking. • Code and data made public for reproducibility and further research.
Tinsae Dulecha, Leonardo Righetto, Ruggero Pintus, Enrico Gobbetti, Andrea Giachetti 0001
Comput. Graph.4
2025 DDD++: Exploiting Density map consistency for Deep Depth estimation in indoor environments
abstract
We introduce a novel deep neural network designed for fast and structurally consistent monocular 360° depth estimation in indoor settings. Our model generates a spherical depth map from a single gravity-aligned or gravity-rectified equirectangular image, ensuring the predicted depth aligns with the typical depth distribution and structural features of cluttered indoor spaces, which are generally enclosed by walls, floors, and ceilings. By leveraging the distinctive vertical and horizontal patterns found in man-made indoor environments, we propose a streamlined network architecture that incorporates gravity-aligned feature flattening and specialized vision transformers. Through flattening, these transformers fully exploit the omnidirectional nature of the input without requiring patch segmentation or positional encoding. To further enhance structural consistency, we introduce a novel loss function that assesses density map consistency by projecting points from the predicted depth map onto a horizontal plane and a cylindrical proxy. This lightweight architecture requires fewer tunable parameters and computational resources than competing methods. Our comparative evaluation shows that our approach improves depth estimation accuracy while ensuring greater structural consistency compared to existing methods. For these reasons, it promises to be suitable for incorporation in real-time solutions, as well as a building block in more complex structural analysis and segmentation methods.
Giovanni Pintore, Marco Agus, Alberto Signoroni, Enrico Gobbetti
Graph. Model.4
2024 Deep synthesis and exploration of omnidirectional stereoscopic environments from a single surround-view panoramic image
Giovanni Pintore, Alberto Jaspe-Villanueva, Markus Hadwiger, Jens Schneider 0002, Marco Agus, Fabio Marton, Fabio Bettio, Enrico Gobbetti
Comput. Graph.8
2024 Deep panoramic depth prediction and completion for indoor scenes
abstract
We introduce a novel end-to-end deep-learning solution for rapidly estimating a dense spherical depth map of an indoor environment. Our input is a single equirectangular image registered with a sparse depth map, as provided by a variety of common capture setups. Depth is inferred by an efficient and lightweight single-branch network, which employs a dynamic gating system to process together dense visual data and sparse geometric data. We exploit the characteristics of typical man-made environments to efficiently compress multi-resolution features and find short- and long-range relations among scene parts. Furthermore, we introduce a new augmentation strategy to make the model robust to different types of sparsity, including those generated by various structured light sensors and LiDAR setups. The experimental results demonstrate that our method provides interactive performance and outperforms state-of-the-art solutions in computational efficiency, adaptivity to variable depth sparsity patterns, and prediction accuracy for challenging indoor data, even when trained solely on synthetic data without any fine tuning.
Giovanni Pintore, Eva Almansa, Armando Arturo Sánchez Alcázar, Giorgio Paolo Maria Vassena, Enrico Gobbetti
Comput. Vis. Media5
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. Forum2
2023 SPIDER: A framework for processing, editing and presenting immersive high-resolution spherical indoor scenes
abstract
Today’s Extended Reality (XR) applications that call for specific Diminished Reality (DR) strategies to hide specific classes of objects are increasingly using 360° cameras, which can capture entire areas in a single picture. In this work, we present an interactive-based image processing, editing and rendering system named SPIDER, that takes a spherical 360° indoor scene as input. The system is composed of a novel integrated deep learning architecture for extracting geometric and semantic information of full and empty rooms, based on gated and dilated convolutions, followed by a super-resolution module for improving the resolution of the color and depth signals. The obtained high resolution representations allow users to perform interactive exploration and basic editing operations on the reconstructed indoor scene, namely: (i) rendering of the scene in various modalities (point cloud, polygonal, wireframe) (ii) refurnishing (transferring portions of rooms) (iii) deferred shading through the usage of precomputed normal maps. These kinds of scene editing and manipulations can be used for assessing the inference from deep learning models and enable several Mixed Reality applications in areas such as furniture retails, interior designs, and real estates. Moreover, it can also be useful in data augmentation, arts, designs, and paintings. We report on the performance improvement of the various processing components on public domain spherical image indoor datasets.
Muhammad Tukur, Giovanni Pintore, Enrico Gobbetti, Jens Schneider 0002, Marco Agus
Graph. Model.3
2023 Deep Scene Synthesis of Atlanta-World Interiors from a Single Omnidirectional Image
abstract
We present a new data-driven approach for extracting geometric and structural information from a single spherical panorama of an interior scene, and for using this information to render the scene from novel points of view, enhancing 3D immersion in VR applications. The approach copes with the inherent ambiguities of single-image geometry estimation and novel view synthesis by focusing on the very common case of Atlanta-world interiors, bounded by horizontal floors and ceilings and vertical walls. Based on this prior, we introduce a novel end-to-end deep learning approach to jointly estimate the depth and the underlying room structure of the scene. The prior guides the design of the network and of novel domain-specific loss functions, shifting the major computational load on a training phase that exploits available large-scale synthetic panoramic imagery. An extremely lightweight network uses geometric and structural information to infer novel panoramic views from translated positions at interactive rates, from which perspective views matching head rotations are produced and upsampled to the display size. As a result, our method automatically produces new poses around the original camera at interactive rates, within a working area suitable for producing depth cues for VR applications, especially when using head-mounted displays connected to graphics servers. The extracted floor plan and 3D wall structure can also be used to support room exploration. The experimental results demonstrate that our method provides low-latency performance and improves over current state-of-the-art solutions in prediction accuracy on available commonly used indoor panoramic benchmarks.
Giovanni Pintore, Fabio Bettio, Marco Agus, Enrico Gobbetti
IEEE Trans. Vis. Comput. Graph.4
2022 Audio-visual annotation graphs for guiding lens-based scene exploration
Moonisa Ahsan, Fabio Marton, Ruggero Pintus, Enrico Gobbetti
Comput. Graph.4
2022 An integrative view of foveated rendering
abstract
Foveated rendering adapts the image synthesis process to the user’s gaze. By exploiting the human visual system’s limitations, in particular in terms of reduced acuity in peripheral vision, it strives to deliver high-quality visual experiences at very reduced computational, storage, and transmission costs. Despite the very substantial progress made in the past decades, the solution landscape is still fragmented, and several research problems remain open. In this work, we present an up-to-date integrative view of the domain from the point of view of the rendering methods employed, discussing general characteristics, commonalities, differences, advantages, and limitations. We cover, in particular, techniques based on adaptive resolution, geometric simplification, shading simplification, chromatic degradation, as well spatio-temporal deterioration. Next, we review the main areas where foveated rendering is already in use today. We finally point out relevant research issues and analyze research trends.
Bipul Mohanto, A. B. M. Tariqul Islam, Enrico Gobbetti, Oliver G. Staadt
Comput. Graph.3
2022 Instant Automatic Emptying of Panoramic Indoor Scenes
abstract
Nowadays 360° cameras, capable to capture full environments in a single shot, are increasingly being used in a variety of Extended Reality (XR) applications that require specific Diminished Reality (DR) techniques to conceal selected classes of objects. In this work, we present a new data-driven approach that, from an input 360° image of a furnished indoor space automatically returns, with very low latency, an omnidirectional photorealistic view and architecturally plausible depth of the same scene emptied of all clutter. Contrary to recent data-driven inpainting methods that remove single user-defined objects based on their semantics, our approach is holistically applied to the entire scene, and is capable to separate the clutter from the architectural structure in a single step. By exploiting peculiar geometric features of the indoor environment, we shift the major computational load on the training phase and having an extremely lightweight network at prediction time. Our end-to-end approach starts by calculating an attention mask of the clutter in the image based on the geometric difference between full and empty scene. This mask is then propagated through gated convolutions that drive the generation of the output image and its depth. Returning the depth of the resulting structure allows us to exploit, during supervised training, geometric losses of different orders, including robust pixel-wise geometric losses and high-order 3D constraints typical of indoor structures. The experimental results demonstrate that our method provides interactive performance and outperforms current state-of-the-art solutions in prediction accuracy on available commonly used indoor panoramic benchmarks. In addition, our method presents consistent quality results even for scenes captured in the wild and for data for which there is no ground truth to support supervised training.
Giovanni Pintore, Marco Agus, Eva Almansa, Enrico Gobbetti
IEEE Trans. Vis. Comput. Graph.4
2021 SliceNet: Deep Dense Depth Estimation From a Single Indoor Panorama Using a Slice-Based Representation
abstract
We introduce a novel deep neural network to estimate a depth map from a single monocular indoor panorama. The network directly works on the equirectangular projection, exploiting the properties of indoor 360° images. Starting from the fact that gravity plays an important role in the design and construction of man-made indoor scenes, we propose a compact representation of the scene into vertical slices of the sphere, and we exploit long- and short-term relationships among slices to recover the equirectangular depth map. Our design makes it possible to maintain high-resolution information in the extracted features even with a deep network. The experimental results demonstrate that our method outperforms current state-of-the-art solutions in prediction accuracy, particularly for real-world data.
Giovanni Pintore, Marco Agus, Eva Almansa, Jens Schneider 0002, Enrico Gobbetti
CVPR5
2021 InShaDe: Invariant Shape Descriptors for visual 2D and 3D cellular and nuclear shape analysis and classification
abstract
We present a shape processing framework for visual exploration of cellular nuclear envelopes extracted from microscopic images arising in histology and neuroscience. The framework is based on a novel shape descriptor of closed contours in 2D and 3D. In 2D, it relies on a geodesically uniform resampling of discrete curves to compute unsigned curvatures at vertices and edges based on discrete differential geometry. Our descriptor is, by design, invariant under translation, rotation, and parameterization. We achieve the latter invariance under parameterization shifts by using elliptic Fourier analysis on the resulting curvature vectors. Uniform scale-invariance is optional and is a result of scaling curvature features to z-scores. We further augment the proposed descriptor with feature coefficients obtained through sparse coding of the extracted cellular structures using K-sparse autoencoders. For the analysis of 3D shapes, we compute mean curvatures based on the Laplace-Beltrami operator on triangular meshes, followed by computing a spherical parameterization through mean curvature flow. Finally, we compute the Spherical Harmonics decomposition to obtain invariant energy coefficients. Our invariant descriptors provide an embedding into a fixed-dimensional feature space that can be used for various applications, e.g., as input features for deep and shallow learning techniques or as input for dimension reduction schemes to provide a visual reference for clustering shape collections. We demonstrate the capabilities of our framework in the context of visual analysis and unsupervised classification of 2D histology images and 3D nuclear envelopes extracted from serial section electron microscopy stacks.
Khaled Al-Thelaya, Marco Agus, Nauman Ullah Gilal, Yin Yang 0001, Giovanni Pintore, Enrico Gobbetti, Corrado Calì, Pierre J. Magistretti, William Mifsud, Jens Schneider 0002
Comput. Graph.6
2021 A novel approach for exploring annotated data with interactive lenses
abstract
Abstract We introduce a novel approach for assisting users in exploring 2D data representations with an interactive lens. Focus‐and‐context exploration is supported by translating user actions to the joint adjustments in camera and lens parameters that ensure a good placement and sizing of the lens within the view. This general approach, implemented using standard device mappings, overcomes the limitations of current solutions, which force users to continuously switch from lens positioning and scaling to view panning and zooming. Navigation is further assisted by exploiting data annotations. In addition to traditional visual markups and information links, we associate to each annotation a lens configuration that highlights the region of interest. During interaction, an assisting controller determines the next best lens in the database based on the current view and lens parameters and the navigation history. Then, the controller interactively guides the user's lens towards the selected target and displays its annotation markup. As only one annotation markup is displayed at a time, clutter is reduced. Moreover, in addition to guidance, the navigation can also be automated to create a tour through the data. While our methods are generally applicable to general 2D visualization, we have implemented them for the exploration of stratigraphic relightable models. The capabilities of our approach are demonstrated in cultural heritage use cases. A user study has been performed in order to validate our approach.
Fabio Bettio, Moonisa Ahsan, Fabio Marton, Enrico Gobbetti
Comput. Graph. Forum4
2021 Automatic Surface Segmentation for Seamless Fabrication Using 4-axis Milling Machines
abstract
Abstract We introduce a novel geometry‐processing pipeline to guide the fabrication of complex shapes from a single block of material using 4‐axis CNC milling machines. This setup extends classical 3‐axis CNC machining with an extra degree of freedom to rotate the object around a fixed axis. The first step of our pipeline identifies the rotation axis that maximizes the overall fabrication accuracy. Then we identify two height‐field regions at the rotation axis's extremes used to secure the block on the rotation tool. We segment the remaining portion of the mesh into a set of height‐fields whose principal directions are orthogonal to the rotation axis. The segmentation balances the approximation quality, the boundary smoothness, and the total number of patches. Additionally, the segmentation process takes into account the object's geometric features, as well as saliency information. The output is a set of meshes ready to be processed by off‐the‐shelf software for the 3‐axis tool‐path generation. We present several results to demonstrate the quality and efficiency of our approach to a range of inputs.
Stefano Nuvoli, Alessandro Tola, Alessandro Muntoni, Nico Pietroni, Enrico Gobbetti, Riccardo Scateni
Comput. Graph. Forum5
2021 Deep3DLayout: 3D reconstruction of an indoor layout from a spherical panoramic image
abstract
Recovering the 3D shape of the bounding permanent surfaces of a room from a single image is a key component of indoor reconstruction pipelines. In this article, we introduce a novel deep learning technique capable to produce, at interactive rates, a tessellated bounding 3D surface from a single 360° image. Differently from prior solutions, we fully address the problem in 3D, significantly expanding the reconstruction space of prior solutions. A graph convolutional network directly infers the room structure as a 3D mesh by progressively deforming a graph-encoded tessellated sphere mapped to the spherical panorama, leveraging perceptual features extracted from the input image. Important 3D properties of indoor environments are exploited in our design. In particular, gravity-aligned features are actively incorporated in the graph in a projection layer that exploits the recent concept of multi head self-attention, and specialized losses guide towards plausible solutions even in presence of massive clutter and occlusions. Extensive experiments demonstrate that our approach outperforms current state of the art methods in terms of accuracy and capability to reconstruct more complex environments.
Giovanni Pintore, Eva Almansa, Marco Agus, Enrico Gobbetti
ACM Trans. Graph.4
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.4
2021 A practical and efficient model for intensity calibration of multi-light image collections
Ruggero Pintus, Alberto Jaspe-Villanueva, Antonio Zorcolo, Markus Hadwiger, Enrico Gobbetti
Vis. Comput.5
2020 AtlantaNet: Inferring the 3D Indoor Layout from a Single $360^\circ $ Image Beyond the Manhattan World Assumption
Giovanni Pintore, Marco Agus, Enrico Gobbetti
ECCV (8)3
2020 Interactive spatio-temporal exploration of massive time-Varying rectilinear scalar volumes based on a variable bit-rate sparse representation over learned dictionaries
José Díaz 0003, Fabio Marton, Enrico Gobbetti
Comput. Graph.3
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. Forum6
2019 Interactive Volumetric Visual Analysis of Glycogen-derived Energy Absorption in Nanometric Brain Structures
abstract
Abstract Digital acquisition and processing techniques are changing the way neuroscience investigation is carried out. Emerging applications range from statistical analysis on image stacks to complex connectomics visual analysis tools targeted to develop and test hypotheses of brain development and activity. In this work, we focus on neuroenergetics, a field where neuroscientists analyze nanoscale brain morphology and relate energy consumption to glucose storage in form of glycogen granules. In order to facilitate the understanding of neuroenergetic mechanisms, we propose a novel customized pipeline for the visual analysis of nanometric‐level reconstructions based on electron microscopy image data. Our framework supports analysis tasks by combining i) a scalable volume visualization architecture able to selectively render image stacks and corresponding labelled data, ii) a method for highlighting distance‐based energy absorption probabilities in form of glow maps, and iii) a hybrid connectivitybased and absorption‐based interactive layout representation able to support queries for selective analysis of areas of interest and potential activity within the segmented datasets. This working pipeline is currently used in a variety of studies in the neuroenergetics domain. Here, we discuss a test case in which the framework was successfully used by domain scientists for the analysis of aging effects on glycogen metabolism, extracting knowledge from a series of nanoscale brain stacks of rodents somatosensory cortex.
Marco Agus, Corrado Calì, Ali K. Al-Awami, Enrico Gobbetti, Pierre J. Magistretti, Markus Hadwiger
Comput. Graph. Forum4
2019 A framework for GPU-accelerated exploration of massive time-varying rectilinear scalar volumes
abstract
Abstract We introduce a novel flexible approach to spatiotemporal exploration of rectilinear scalar volumes. Our out‐of‐core representation, based on per‐frame levels of hierarchically tiled non‐redundant 3D grids, efficiently supports spatiotemporal random access and streaming to the GPU in compressed formats. A novel low‐bitrate codec able to store into fixed‐size pages a variable‐rate approximation based on sparse coding with learned dictionaries is exploited to meet stringent bandwidth constraint during time‐critical operations, while a near‐lossless representation is employed to support high‐quality static frame rendering. A flexible high‐speed GPU decoder and raycasting framework mixes and matches GPU kernels performing parallel object‐space and image‐space operations for seamless support, on fat and thin clients, of different exploration use cases, including animation and temporal browsing, dynamic exploration of single frames, and high‐quality snapshots generated from near‐lossless data. The quality and performance of our approach are demonstrated on large data sets with thousands of multi‐billion‐voxel frames.
Fabio Marton, Marco Agus, 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. Forum4
2019 State-of-the-art in Multi-Light Image Collections for Surface Visualization and Analysis
abstract
Abstract Multi‐Light Image Collections (MLICs), i.e., stacks of photos of a scene acquired with a fixed viewpoint and a varying surface illumination, provide large amounts of visual and geometric information. In this survey, we provide an up‐to‐date integrative view of MLICs as a mean to gain insight on objects through the analysis and visualization of the acquired data. After a general overview of MLICs capturing and storage, we focus on the main approaches to produce representations usable for visualization and analysis. In this context, we first discuss methods for direct exploration of the raw data. We then summarize approaches that strive to emphasize shape and material details by fusing all acquisitions in a single enhanced image. Subsequently, we focus on approaches that produce relightable images through intermediate representations. This can be done both by fitting various analytic forms of the light transform function, or by locally estimating the parameters of physically plausible models of shape and reflectance and using them for visualization and analysis. We finally review techniques that improve object understanding by using illustrative approaches to enhance relightable models, or by extracting features and derived maps. We also review how these methods are applied in several, main application domains, and what are the available tools to perform MLIC visualization and analysis. We finally point out relevant research issues, analyze research trends, and offer guidelines for practical applications.
Ruggero Pintus, Tinsae Dulecha, Irina Ciortan, Enrico Gobbetti, Andrea Giachetti 0001
Comput. Graph. Forum4
2018 Recovering 3D existing-conditions of indoor structures from spherical images
Giovanni Pintore, Ruggero Pintus, Fabio Ganovelli, Roberto Scopigno, Enrico Gobbetti
Comput. Graph.5
2018 A novel framework for highlight reflectance transformation imaging
Andrea Giachetti 0001, Irina Ciortan, Claudia Daffara, Giacomo Marchioro, Ruggero Pintus, Enrico Gobbetti
Comput. Vis. Image Underst.6
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. Media5
2017 Guided Robust Matte-Model Fitting for Accelerating Multi-light Reflectance Processing Techniques
Ruggero Pintus, Andrea Giachetti 0001, Giovanni Pintore, Enrico Gobbetti
BMVC4
2017 Mobile graphics
abstract
course Share on Mobile graphics Authors: Marco Agus KAUST & CRS4 KAUST & CRS4View Profile , Enrico Gobbetti CRS4 CRS4View Profile , Fabio Marton CRS4 CRS4View Profile , Giovanni Pintore CRS4 CRS4View Profile , Pere-Pau Vázquez UPC UPCView Profile Authors Info & Claims SA '17: SIGGRAPH Asia 2017 CoursesNovember 2017 Article No.: 12Pages 1–259https://doi.org/10.1145/3134472.3134483Published:27 November 2017Publication History 1citation239DownloadsMetricsTotal Citations1Total Downloads239Last 12 Months19Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Marco Agus, Enrico Gobbetti, Fabio Marton, Giovanni Pintore, Pere-Pau Vázquez
SIGGRAPH ASIA (Courses)2
2017 An experimental study on the effects of shading in 3D perception of volumetric models
José Díaz 0003, Timo Ropinski, Isabel Navazo, Enrico Gobbetti, Pere-Pau Vázquez
Vis. Comput.4
2016 SSVDAGs: symmetry-aware sparse voxel DAGs
abstract
Voxelized representations of complex 3D scenes are widely used nowadays to accelerate visibility queries in many GPU rendering techniques. Since GPU memory is limited, it is important that these data structures can be kept within a strict memory budget. Recently, directed acyclic graphs (DAGs) have been successfully introduced to compress sparse voxel octrees (SVOs), but they are limited to sharing identical regions of space. In this paper, we show that a more efficient lossless compression of geometry can be achieved, while keeping the same visibility-query performance, by merging subtrees that are identical through a similarity transform, and by exploiting the skewed distribution of references to shared nodes to store child pointers using a variabile bit-rate encoding. We also describe how, by selecting plane reflections along the main grid directions as symmetry transforms, we can construct highly compressed GPU-friendly structures using a fully out-of-core method. Our results demonstrate that state-of-the-art compression and real-time tracing performance can be achieved on high-resolution voxelized representations of real-world scenes of very different characteristics, including large CAD models, 3D scans, and typical gaming models, leading, for instance, to real-time GPU in-core visualization with shading and shadows of the full Boeing 777 at sub-millimetric precision.
Alberto Jaspe-Villanueva, Fabio Marton, Enrico Gobbetti
I3D3
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
WACV4
2016 A Survey of Geometric Analysis in Cultural Heritage
abstract
Abstract We present a review of recent techniques for performing geometric analysis in cultural heritage (CH) applications. The survey is aimed at researchers in the areas of computer graphics, computer vision and CH computing, as well as to scholars and practitioners in the CH field. The problems considered include shape perception enhancement, restoration and preservation support, monitoring over time, object interpretation and collection analysis. All of these problems typically rely on an understanding of the structure of the shapes in question at both a local and global level. In this survey, we discuss the different problem forms and review the main solution methods, aided by classification criteria based on the geometric scale at which the analysis is performed and the cardinality of the relationships among object parts exploited during the analysis. We finalize the report by discussing open problems and future perspectives.
Ruggero Pintus, Kazim Pal, Ying Yang 0003, Tim Weyrich, Enrico Gobbetti, Holly E. Rushmeier
Comput. Graph. Forum5
2015 CHC+RT: Coherent Hierarchical Culling for Ray Tracing
abstract
Abstract We propose a new technique for in‐core and out‐of‐core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader‐based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in‐core scenes our method is comparable to CUDA ray tracing and performs up to5.94× better than pure shader‐based ray tracing.
Oliver Mattausch, Jirí Bittner, Alberto Jaspe-Villanueva, Enrico Gobbetti, Michael Wimmer 0001, Renato Pajarola
Comput. Graph. Forum4
2015 Adaptive Recommendations for Enhanced Non-linear Exploration of Annotated 3D Objects
abstract
Abstract We introduce a novel approach for letting casual viewers explore detailed 3D models integrated with structured spatially associated descriptive information organized in a graph. Each node associates a subset of the 3D surface seen from a particular viewpoint to the related descriptive annotation, together with its author‐defined importance. Graph edges describe, instead, the strength of the dependency relation between information nodes, allowing content authors to describe the preferred order of presentation of information. At run‐time, users navigate inside the 3D scene using a camera controller, while adaptively receiving unobtrusive guidance towards interesting viewpoints and history‐ and location‐dependent suggestions on important information, which is adaptively presented using 2D overlays displayed over the 3D scene. The capabilities of our approach are demonstrated in a real‐world cultural heritage application involving the public presentation of sculptural complex on a large projection‐based display. A user study has been performed in order to validate our approach.
Marcos Balsa, Marco Agus, Fabio Marton, Enrico Gobbetti
Comput. Graph. Forum4
2015 Real-time adaptive content retargeting for live multi-view capture and light field display
Vamsi Kiran Adhikarla, Fabio Marton, Tibor Balogh, Enrico Gobbetti
Vis. Comput.4
2014 Automatic room detection and reconstruction in cluttered indoor environments with complex room layouts
abstract
We present a robust approach for reconstructing the main architectural structure of complex indoor environments given a set of cluttered 3D input range scans. Our method uses an efficient occlusion-aware process to extract planar patches as candidate walls, separating them from clutter and coping with missing data, and automatically extracts the individual rooms that compose the environment by applying a diffusion process on the space partitioning induced by the candidate walls. This diffusion process, which has a natural interpretation in terms of heat propagation, makes our method robust to artifacts and other imperfections that occur in typical scanned data of interiors. For each room, our algorithm reconstructs an accurate polyhedral model by applying methods from robust statistics. We demonstrate the validity of our approach by evaluating it on both synthetic models and real-world 3D scans of indoor environments.
Claudio Mura, Oliver Mattausch, Alberto Jaspe-Villanueva, Enrico Gobbetti, Renato Pajarola
Comput. Graph.4
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. Forum6
2014 State-of-the-Art in Compressed GPU-Based Direct Volume Rendering
abstract
Abstract Great advancements in commodity graphics hardware have favoured graphics processing unit (GPU)‐based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time‐varying or multi‐volume visualization, as well as for networked visualization on the emerging mobile devices. To address this issue, a variety of level‐of‐detail (LOD) data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and LOD pre‐computation does not have to adhere to real‐time constraints and can be performed off‐line for high‐quality results. In contrast, adaptive real‐time rendering from compressed representations requires fast, transient and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering sampling grid layouts, compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.
Marcos Balsa, Enrico Gobbetti, José Antonio Iglesias Guitián, Maxim Makhinya, Fabio Marton, Renato Pajarola, Susanne K. Suter
Comput. Graph. Forum2
2014 Effective mobile mapping of multi-room indoor structures
Giovanni Pintore, Enrico Gobbetti
Vis. Comput.2
2013 Robust Reconstruction of Interior Building Structures with Multiple Rooms under Clutter and Occlusions
abstract
We present a robust approach for reconstructing the architectural structure of complex indoor environments given a set of cluttered input scans. Our method first uses an efficient occlusion-aware process to extract planar patches as candidate walls, separating them from clutter and coping with missing data. Using a diffusion process to further increase its robustness, our algorithm is able to reconstruct a clean architectural model from the candidate walls. To our knowledge, this is the first indoor reconstruction method which goes beyond a binary classification and automatically recognizes different rooms as separate components. We demonstrate the validity of our approach by testing it on both synthetic models and real-world 3D scans of indoor environments.
Claudio Mura, Oliver Mattausch, Alberto Jaspe-Villanueva, Enrico Gobbetti, Renato Pajarola
CAD/Graphics4
2013 An efficient multi-resolution framework for high quality interactive rendering of massive point clouds using multi-way kd-trees
Prashant Goswami, Fatih Erol, Rahul Mukhi, Renato Pajarola, Enrico Gobbetti
Vis. Comput.5
2012 Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, Marcos Balsa
Comput. Graph.3
2012 COVRA: A compression-domain output-sensitive volume rendering architecture based on a sparse representation of voxel blocks
abstract
Abstract We present a novel multiresolution compression‐domain GPU volume rendering architecture designed for interactive local and networked exploration of rectilinear scalar volumes on commodity platforms. In our approach, the volume is decomposed into a multiresolution hierarchy of bricks. Each brick is further subdivided into smaller blocks, which are compactly described by sparse linear combinations of prototype blocks stored in an overcomplete dictionary. The dictionary is learned, using limited computational and memory resources, by applying the K‐SVD algorithm to a re‐weighted non‐uniformly sampled subset of the input volume, harnessing the recently introduced method of coresets. The result is a scalable high quality coding scheme, which allows very large volumes to be compressed off‐line and then decompressed on‐demand during real‐time GPU‐accelerated rendering. Volumetric information can be maintained in compressed format through all the rendering pipeline. In order to efficiently support high quality filtering and shading, a specialized real‐time renderer closely coordinates decompression with rendering, combining at each frame images produced by raycasting selectively decompressed portions of the current view‐ and transfer‐function‐dependent working set. The quality and performance of our approach is demonstrated on massive static and time‐varying datasets.
Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton
Comput. Graph. Forum1
2011 Interactive Multiscale Tensor Reconstruction for Multiresolution Volume Visualization
abstract
Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes.
Susanne K. Suter, José Antonio Iglesias Guitián, Fabio Marton, Marco Agus, Andreas Elsener, Christoph P. E. Zollikofer, Meenakshisundaram Gopi, Enrico Gobbetti, Renato Pajarola
IEEE Trans. Vis. Comput. Graph.8
2011 A GPU framework for parallel segmentation of volumetric images using discrete deformable models
Jérôme Schmid, José Antonio Iglesias Guitián, Enrico Gobbetti, Nadia Magnenat-Thalmann
Vis. Comput.3
2010 View-dependent exploration of massive volumetric models on large-scale light field displays
José Antonio Iglesias Guitián, Enrico Gobbetti, Fabio Marton
Vis. Comput.2
2010 Shape enhancement for rapid prototyping
Ruggero Pintus, Enrico Gobbetti, Paolo Cignoni, Roberto Scopigno
Vis. Comput.2
2009 Fast low-memory streaming MLS reconstruction of point-sampled surfaces
Gianmauro Cuccuru, Enrico Gobbetti, Fabio Marton, Renato Pajarola, Ruggero Pintus
Graphics Interface2
2009 An interactive 3D medical visualization system based on a light field display
Marco Agus, Fabio Bettio, Andrea Giachetti 0001, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, Giovanni Pintore
Vis. Comput.4
2008 Interactive massive model rendering
abstract
This course instructs students in the software and hardware strategies needed for real-time visualization and interaction with massive models. Seven international researchers and practitioners are the instructors. The general form of the course will be lecture with live demos.
Andreas Dietrich 0001, Enrico Gobbetti, Dinesh Manocha, Fabio Marton, Renato Pajarola, Philipp Slusallek, Sung-Eui Yoon
SIGGRAPH ASIA Courses2
2008 Technical strategies for massive model visualization
abstract
Interactive visualization of massive models still remains a challenging problem. This is mainly due to a combination of ever increasing model complexity with the current hardware design trend that leads to a widening gap between slow data access speed and fast data processing speed. We argue that developing efficient data access and data management techniques is key in solving the problem of interactive visualization of massive models. Particularly, we discuss visibility culling, simplification, cache-coherent layouts, and data compression techniques as efficient data management techniques that enable interactive visualization of massive models.
Enrico Gobbetti, David J. Kasik, Sung-Eui Yoon
Symposium on Solid and Physical Modeling1
2008 Scalable rendering of massive triangle meshes on light field displays
Fabio Bettio, Enrico Gobbetti, Fabio Marton, Giovanni Pintore
Comput. Graph.2
2008 GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display
abstract
Abstract We present a GPU accelerated volume ray casting system interactively driving a multi‐user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering technique able to provide multiple freely moving naked‐eye viewers the illusion of seeing and manipulating virtual volumetric objects floating in the display workspace. In our approach, a GPU ray‐caster follows rays generated by a multiple‐center‐of‐projection technique while sampling pre‐filtered versions of the dataset at resolutions that match the varying spatial accuracy of the display. The method achieves interactive performance and provides rapid visual understanding of complex volumetric data sets even when using depth oblivious compositing techniques.
Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, Giovanni Pintore
Comput. Graph. Forum2
2008 A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets
Enrico Gobbetti, Fabio Marton, José Antonio Iglesias Guitián
Vis. Comput.1
2007 Multiresolution Visualization of Massive Models on a Large Spatial 3D Display
Fabio Bettio, Enrico Gobbetti, Giovanni Pintore, Fabio Marton
EGPGV2
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. Forum4
2007 Survey of semi-regular multiresolution models for interactive terrain rendering
Renato Pajarola, Enrico Gobbetti
Vis. Comput.2
2006 A Large Scale Interactive Holographic Display
abstract
Our work focuses on the development of interactive multi-user holographic displays that allow freely moving naked eye participants to share a three dimensional scene with fully continuous, observer independent, parallax. Our approach is based on a scalable design that exploits a specially arranged array of projectors and a holographic screen. The feasibility of such an approach has already been demonstrated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by two DVI streams. In this short contribution, we illustrate our progress, presenting a 50M pixel display prototype driven by a dedicated cluster hosting multiple consumer level graphic cards.
Tibor Agócs, Tibor Balogh, Tamás Forgács, Fabio Bettio, Enrico Gobbetti, Gianluigi Zanetti, Eric Bouvier
VR5
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. Forum1
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 Visualization3
2005 Far voxels: a multiresolution framework for interactive rendering of huge complex 3D models on commodity graphics platforms
abstract
We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail framework. At preprocessing time, we generate a coarse volume hierarchy by binary space partitioning the input triangle soup. Leaf nodes partition the original data into chunks of a fixed maximum number of triangles, while inner nodes are discretized into a fixed number of cubical voxels. Each voxel contains a compact direction dependent approximation of the appearance of the associated volumetric subpart of the model when viewed from a distance. The approximation is constructed by a visibility aware algorithm that fits parametric shaders to samples obtained by casting rays against the full resolution dataset. At rendering time, the volumetric structure, maintained off-core, is refined and rendered in front-to-back order, exploiting vertex programs for GPU evaluation of view-dependent voxel representations, hardware occlusion queries for culling occluded subtrees, and asynchronous I/O for detecting and avoiding data access latencies. Since the granularity of the multiresolution structure is coarse, data management, traversal and occlusion culling cost is amortized over many graphics primitives. The efficiency and generality of the approach is demonstrated with the interactive rendering of extremely complex heterogeneous surface models on current commodity graphics platforms.
Enrico Gobbetti, Fabio Marton
ACM Trans. Graph.1
2004 Layered point clouds: a simple and efficient multiresolution structure for distributing and rendering gigantic point-sampled models
Enrico Gobbetti, Fabio Marton
Comput. Graph.1
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.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 Visualization3
2003 Adaptive techniques for real-time haptic and visual simulation of bone dissection
abstract
Bone dissection is an important component of many surgical procedures. In this paper we discuss adaptive techniques for providing real-time haptic and visual feedback during a virtual bone dissection simulation. The simulator is being developed as a component of a training system for temporal bone surgery. We harness the difference in complexity and frequency requirements of the visual and haptic simulations by modeling the system as a collection of loosely coupled concurrent components. The haptic component exploits a multi-resolution representation of the first two moments of the bone characteristic function to rapidly compute contact forces and determine bone erosion. The visual component uses a time-critical particle system evolution method to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.
Marco Agus, Andrea Giachetti 0001, Enrico Gobbetti, Gianluigi Zanetti, Antonio Zorcolo
VR3
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. Forum3
2003 Hierarchical Higher Order sFace Cluster Radiosity for Global Illumination Walkthroughs of Complex Non-Diffuse Environments
abstract
Abstract We present an algorithm for simulating global illumination in scenes composed of highly tessellated objects withdiffuse or moderately glossy reflectance. The solution method is a higher order extension of the face cluster radiositytechnique. It combines face clustering, multiresolution visibility, vector radiosity, and higher order baseswith a modified progressive shooting iteration to rapidly produce visually continuous solutions with limited memoryrequirements. The output of the method is a vector irradiance map that partitions input models into areaswhere global illumination is well approximated using the selected basis. The programming capabilities of moderncommodity graphics architectures are exploited to render illuminated models directly from the vector irradiancemap, exploiting hardware acceleration for approximating view dependent illumination during interactive walkthroughs.Using this algorithm, visually compelling global illumination solutions for scenes of over one millioninput polygons can be computed in minutes and examined interactively on common graphics personal computers. 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.
Enrico Gobbetti, Leonardo Spanò, Marco Agus
Comput. Graph. Forum1
2002 Real-Time Haptic and Visual Simulation of Bone Dissection
abstract
Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual implementation of a bone-cutting burr that is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction, which includes haptic force evaluation, the bone erosion process and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific 3D CT and MRI data, is efficient enough to provide real-time feedback on a low-end multiprocessing PC platform.
Marco Agus, Andrea Giachetti 0001, Enrico Gobbetti, Gianluigi Zanetti, Antonio Zorcolo
VR3
2000 Time-critical multiresolution rendering of large complex models
Enrico Gobbetti, Eric Bouvier
Comput. Aided Des.1
1999 Time-Critical Multiresolution Scene Rendering
abstract
We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.
Enrico Gobbetti, Eric Bouvier
IEEE Visualization1
1999 Metis - An Object-Oriented Toolkit for Constructing Virtual Reality Applications
abstract
Virtual reality systems provide realistic look and feel by seamlessly integrating three‐dimensional input and output devices. One software architecture approach to constructing such systems is to distribute the application between a computation‐intensive simulator back‐end and a graphics‐intensive viewer front‐end which implements user interaction. In this paper we discuss Metis, a toolkit we have been developing based on such a software architecture, which can be used for building interactive immersive virtual reality systems with computationally intensive components. The Metis toolkit defines an application programming interface on the simulator side, which communicates via a network with a standalone viewer program that handles all immersive display and interactivity. Network bandwidth and interaction latency are minimized, by use of a constraint network on the viewer side that declaratively defines much of dynamic and interactive behavior of the application.
Russell Turner, Enrico Gobbetti
Comput. Graph. Forum3
1998 Interactive virtual angioscopy
abstract
Virtual angioscopy is a non invasive medical procedure for exploring parts of the human vascular system. We have developed an interactive tool that takes as input, data acquired with standard medical imaging modalities and regards it as a virtual environment to be interactively inspected. The system supports real time navigation with stereoscopic direct volume rendering and dynamic endoscopic camera control, interactive tissue classification, and interactive point picking for morphological feature measurement. We provide an overview of the system, discuss the techniques used in our prototype, and present experimental results on human data sets.
Enrico Gobbetti, Piero Pili, Antonio Zorcolo, Massimiliano Tuveri
IEEE Visualization1
1998 Interactive Construction and Animation of Layered Elastically Deformable Characters
abstract
An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics‐based components together with an immersive 3D direct manipulation interface, it is possible to quickly construct characters that deform naturally when animated and whose behavior can be controlled interactively using intuitive parameters. In this layered construction technique, called the elastic surface layer model, a simulated elastically deformable skin surface is wrapped around a kinematic articulated figure. Unlike previous layered models, the skin is free to slide along the underlying surface layers constrained by geometric constraints which push the surface out and spring forces which pull the surface in to the underlying layers. By tuning the parameters of the physics‐based model, a variety of surface shapes and behaviors can be obtained such as more realistic‐looking skin deformation at the joints, skin sliding over muscles, and dynamic effects such as squash‐and‐stretch and follow‐through. Since the elastic model derives all of its input forces from the underlying articulated figure, the animator may specify all of the physical properties of the character once, during the initial character design process, after which a complete animation sequence can be created using a traditional skeleton animation technique. Character construction and animation are done using a 3D user interface based on two‐handed manipulation registered with head‐tracked stereo viewing. In our configuration, a six degree‐of‐freedom head‐tracker and CrystalEyes shutter glasses are used to display stereo images on a workstation monitor that dynamically follow the user head motion. 3D virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. To construct 3D animated characters, the user interacts with the simulated environment using both hands simultaneously: the left hand, controlling a Spaceball, is used for 3D navigation and object movement, while the right hand, holding a 3D mouse, is used to manipulate through a virtual tool metaphor the objects appearing in front of the screen. Hand‐eye coordination is made possible by registering virtual space to physical space, allowing a variety of complex 3D tasks necessary for constructing 3D animated characters to be performed more easily and more rapidly than is possible using traditional interactive techniques.
Russell Turner, Enrico Gobbetti
Comput. Graph. Forum2
1998 ViVa: the virtual vascular project
abstract
The aim of the virtual vascular project (ViVa) is to develop tools for the modern hemodynamicist and cardiovascular surgeon to study and interpret the constantly increasing amount of information being produced by noninvasive imaging equipment. In particular, we are developing a system able to process and visualize three-dimensional (3-D) medical data, reconstruct the geometry of arteries of specific patients, and simulate blood flow in them. The initial applications of the system will be for clinical research and training purposes. In a later stage, we will explore the application of the system to surgical planning. ViVa is based on an integrated set of tools, each dedicated to a specific aspect of the data processing and simulation pipeline: image processing and segmentation; real-time 3-D volume visualization; 3-D geometry reconstruction; 3-D mesh generation; and blood flow simulation and visualization.
Gassan Abdoulaev, Sandro Cadeddu, Giovanni Delussu, Marco Donizelli, Luca Formaggia, Andrea Giachetti 0001, Enrico Gobbetti, Andrea O. Leone, Cristina Manzi, Piero Pili, Alan L. Scheinine, Massimiliano Tuveri, Alberto Varone, Alessandro Veneziani, Gianluigi Zanetti, Antonio Zorcolo
IEEE Trans. Inf. Technol. Biomed.7
1996 Head-Tracked Stereo Viewing with Two-Handed 3D Interactionfor Animated Character Construction
abstract
Abstract In this paper, we demonstrate how a new interactive 3 D desktop metaphor based on two‐handed 3 D direct manipulation registered with head‐tracked stereo viewing can be applied to the task of constructing animated characters. In our configuration, a six degree‐of‐freedom head‐tracker and CrystalEyes shutter glasses are used to produce stereo images that dynamically follow the user head motion. 3 D virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. To construct 3 D animated characters, the user interacts with the simulated environment using both hands simultaneously: the left hand, controlling a Spaceball, is used for 3 D navigation and object movement, while the right hand, holding a 3 D mouse, is used to manipulate through a virtual tool metaphor the objects appearing in front of the screen. In this way, both incremental and absolute interactive input techniques are provided by the system. Hand‐eye coordination is made possible by registering virtual space exactly to physical space, allowing a variety of complex 3 D tasks necessary for constructing 3 D animated characters to be performed more easily and more rapidly than is possible using traditional interactive techniques. The system has been tested using both Polhemus Fastrak and Logitech ultrasonic input devices for tracking the head and 3 D mouse.
Russell Turner, Enrico Gobbetti, Ian Soboroff
Comput. Graph. Forum2
1996 Virtual Sardinia: A Large-Scale Hypermedia Regional Information System
Enrico Gobbetti, Andrea O. Leone
Comput. Networks1
1995 An integrated environment to visually construct 3D animations
abstract
In this paper, we present an expressive 3D animation environment that enables users to rapidly and visually prototype animated worlds with a fully 3D user-interface. A 3D device allows the specification of complex 3D motion, while virtual tools are visible mediators that live in the same 3D space as application objects and supply the interaction metaphors to control them. In our environment, there is no intrinsic difference between user-interface and application objects. Multi-way constraints provide the necessary tight-coupling among components that makes it possible to seamlessly compose interactive and animated behaviors. By recording the effects of manipulations, all the expressive power of the 3D user-interface is exploited to define animations. Effective editing of recorded manipulations is made possible by compacting all continuous parameter evolutions with an incremental data-reduction algorithm, designed to preserve both geometry and timing. The automatic generation of editable representations of interactive performances overcomes one of the major limitations of current performance animation systems. Novel interactive solutions to animation problems are made possible by the tight integration of all system components. In particular, animations can be synchronized by using constrained manipulation during playback. The accompanying video tape illustrates our approach with interactive sequences showing the visual construction of 3D animated worlds. All the demonstrations were recorded live and were not edited.
Enrico Gobbetti, Jean-Francis Balaguer
SIGGRAPH1
1995 Sketching 3D Animations
abstract
Abstract We are interested in providing animators with a general‐purpose tool allowing them to create animations using straight‐ahead actions as well as pose‐to‐pose techniques. Our approach seeks to bring the expressiveness of real‐time motion capture systems into a general‐purpose multi‐track system running on a graphics workstation. We emphasize the use of high‐bandwidth interaction with 3D objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Mørken knot removal strategy, we derive an incremental algorithm that computes a B‐spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to 3D animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight‐ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation offuture work.
Jean-Francis Balaguer, Enrico Gobbetti
Comput. Graph. Forum2
1993 A Multimedia Testbed for Facial Animation Control
Prem Kumar Kalra, Enrico Gobbetti, Nadia Magnenat-Thalmann, Daniel Thalmann
MMM2
1993 VB2: An Architecture for Interaction in Synthetic Worlds
abstract
The paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system
Enrico Gobbetti, Jean-Francis Balaguer, Daniel Thalmann
ACM Symposium on User Interface Software and Technology1