Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Claudio Montani

dblp:72/2190 · DBLP profile ↗
← Back
35ranked-venue papers
7as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 27 · 5 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorSystems, architecture and hardware · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Geometric modeling and processing · 42% Rendering · 30% Visualization and visual analytics · 28%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Storage systems · 100%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
ambient occlusion
0.112006
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization · IEEE Trans. Vis. Comput. Graph. 2006
Visualization and visual analytics › scientific visualization
molecular visualization
0.112006
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization · IEEE Trans. Vis. Comput. Graph. 2006
Rendering
real-time rendering
0.112006
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization · IEEE Trans. Vis. Comput. Graph. 2006
Geometric modeling and processing › surface parameterization
polycube map
0.012004
PolyCube-Maps · ACM Trans. Graph. 2004
Geometric modeling and processing
surface parameterization
0.012004
PolyCube-Maps · ACM Trans. Graph. 2004
Geometric modeling and processing › mesh processing
mesh simplification
0.012003
External Memory Management and Simplification of Huge Meshes · IEEE Trans. Vis. Comput. Graph. 2003
Storage systems › out-of-core computation
external memory data structures
0.012003
External Memory Management and Simplification of Huge Meshes · IEEE Trans. Vis. Comput. Graph. 2003
Visualization and visual analytics
volume visualization
0.021997
Multiresolution Representation and Visualization of Volume Data · IEEE Trans. Vis. Comput. Graph. 1997
Speeding Up Isosurface Extraction Using Interval Trees · IEEE Trans. Vis. Comput. Graph. 1997
Geometric modeling and processing › mesh generation
delaunay triangulation
0.011998
DeWall: A fast divide and conquer Delaunay triangulation algorithm in Ed · Comput. Aided Des. 1998
Visualization and visual analytics
perception
0.012006
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization · IEEE Trans. Vis. Comput. Graph. 2006
Geometric modeling and processing
isosurface extraction
0.011997
Speeding Up Isosurface Extraction Using Interval Trees · IEEE Trans. Vis. Comput. Graph. 1997
Geometric modeling and processing › mesh processing
multiresolution mesh
0.011997
Multiresolution Representation and Visualization of Volume Data · IEEE Trans. Vis. Comput. Graph. 1997
Rendering
texture mapping
0.012004
PolyCube-Maps · ACM Trans. Graph. 2004

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

octree · 0.1level-of-detail management · 0.1procedural impostor · 0.1edge cueing · 0.1ambient occlusion · 0.1polycube domain construction · 0.0divide-and-conquer · 0.0interval tree · 0.0hash table · 0.0chess-board approach · 0.0
YearPublicationVenuePosition
2006 Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
abstract
The paper presents a set of combined techniques to enhance the real-time visualization of simple or complex molecules (up to order of 106 atoms) space fill mode. The proposed approach includes an innovative technique for efficient computation and storage of ambient occlusion terms, a small set of GPU accelerated procedural impostors for space-fill and ball-and-stick rendering, and novel edge-cueing techniques. As a result, the user's understanding of the three-dimensional structure under inspection is strongly increased (even for still images), while the rendering still occurs in real time.
Marco Tarini, Paolo Cignoni, Claudio Montani
IEEE Trans. Vis. Comput. Graph.3
2005 Exploiting the scanning sequence for automatic registration of large sets of range maps
abstract
Range map registration is still the most time consuming phase in the processing of 3D scanning data. This is because real scanning sets are composed of hundreds of range maps and their registration is still partially manual. We propose a new method to manage complex scan sets acquired by following a regular scanner pose pattern. Our goal is to define an initial adjacency graph by coarsely aligning couples of range maps that we know are partially overlapping thanks to the adopted scanning strategy. For a pair of partially overlapping range maps, our iterative solution locates pairs of correspondent vertices through the computation of a regular n×n kernel which takes into account vertex normals and is defined in the 2D space of the range map (represented in implicit 2D format rather than as a triangle mesh in 3D space). The shape-characterization kernel and the metrics defined give a sufficiently accurate shape matching, which has been proven to fit well the requirements of automatic registration. This initial set of adjacency arcs can then be augmented by the automatic identification of the other significant arcs, by adopting a criterion based on approximate range map overlap computation. With respect to the solutions present in literature, the simplifications and assumptions adopted make our solution specifically oriented to complex 3D scanning campaigns (hundreds of range maps). The proposed method can coarsely register range maps in parallel with the acquisition activity and this is a valuable help in assessing on site the completeness of the sampling of large objects.
Paolo Pingi, Andrea Fasano, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Graph. Forum4
2005 Minimizing user intervention in registering 2D images to 3D models
Thomas Franken, Matteo Dellepiane, Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.5
2004 PolyCube-Maps
abstract
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
Marco Tarini, Kai Hormann, Paolo Cignoni, Claudio Montani
ACM Trans. Graph.4
2004 The Marching Intersections algorithm for merging range images
Claudio Rocchini, Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Paolo Pingi, Roberto Scopigno
Vis. Comput.4
2003 External Memory Management and Simplification of Huge Meshes
abstract
Very large triangle meshes, i.e., meshes composed of millions of faces, are becoming common in many applications. Obviously, processing, rendering, transmission, and archiving of these meshes are not simple tasks. Mesh simplification and LOD management are a rather mature technology that, in many cases, can efficiently manage complex data. But, only a few available systems can manage meshes characterized by a huge size: RAM size is often a severe bottleneck. In this paper, we present a data structure called Octree-based External Memory Mesh (OEMM). It supports external memory management of complex meshes, loading dynamically in main memory only the selected sections and preserving data consistency during local updates. The functionalities implemented on this data structure (simplification, detail preservation, mesh editing, visualization, and inspection) can be applied to huge triangles meshes on low-cost PC platforms. The time overhead due to the external memory management is affordable. Results of the test of our system on complex meshes are presented.
Paolo Cignoni, Claudio Montani, Claudio Rocchini, Roberto Scopigno
IEEE Trans. Vis. Comput. Graph.2
2002 Acquiring, stitching and blending diffuse appearance attributes on 3D models
Claudio Rocchini, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.3
2001 Marching Intersections: An Efficient Resampling Algorithm for Surface Management
abstract
The paper presents a simple and efficient algorithm for the removal of small topological inconsistencies and high frequency details from surface models. The method, called marching intersections (MI), adopts a volumetric approach and acts as a resampling filter. All the intersection points between the input model and the lines of a user selected 3D reference grid are located and then, beginning from these intersections, an output surface is reconstructed. MI, which presents good characteristics in terms of efficiency, compactness, and quality of the output models, can be also used: for the conversion between different representation schemes; to perform logical operations on geometric models; for the topological simplification of surfaces; and for the simplification of huge meshes, i.e. meshes too large to be allocated in main memory during the simplification process. All these aspects are discussed in the paper and timing and graphic results are presented.
Claudio Rocchini, Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Paolo Pingi, Roberto Scopigno
Shape Modeling International4
2001 A low cost optical 3D scanner
Claudio Rocchini, Paolo Cignoni, Claudio Montani, Paolo Pingi, Roberto Scopigno
Comput. Graph. Forum3
2001 Enabling cuts on multiresolution representation
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.3
2000 Enabling Cuts on Multiresolution Representation
abstract
Multi-resolution representations are widely used in many data visualization contexts and applications. The adoption of a multi-resolution approach provides the optimal management of a data representation, using at each instant of time a level of detail that is more adequate for the given action or task to be performed. Recently, multi-resolution has also been introduced into the interactive physically-based simulation of deformable objects (e.g. in virtual surgery applications). In these applications, the processing resources available are often insufficient and pose a critical constraint. The adoption of multi-resolution allows one to improve the accuracy of the simulation in the proximity of the action focus while maintaining computations under a given bound. In this particular context, the user should be able to perform cuts in the object. The problem is that most multi-resolution models need a pre-processing phase in which the data structure is constructed. Such a construction strictly depends on the topology of the object, which is supposed to be invariable. We propose a new approach for the dynamic topological modification of a multi-resolution model, which allows easy updating of the multi-resolution data structure (based on the multi-resolution triangulation framework), and efficient decomposition of the cells intersected by the cut. With respect to previous methods, our solution supports a much lower degree of fragmentation of the decomposition and very short processing times, due to the design of a lookup table (LUT) based splitting solution.
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Computer Graphics International3
2000 Simplification of Tetrahedral meshes with accurate error evaluation
abstract
The techniques for reducing the size of a volume dataset by preserving both the geometrical/topological shape and the information encoded in an attached scalar field are attracting growing interest. Given the framework of incremental 3D mesh simplification based on edge collapse, we propose an approach for the integrated evaluation of the error introduced by both the modification of the domain and the approximation of the field of the original volume dataset. We present and compare various techniques to evaluate the approximation error or to produce a sound prediction. A flexible simplification tool has been implemented, which provides a different degree of accuracy and computational efficiency for the selection of the edge to be collapsed. Techniques for preventing a geometric or topological degeneration of the mesh are also presented.
Paolo Cignoni, D. Constanza, Claudio Montani, Claudio Rocchini, Roberto Scopigno
IEEE Visualization3
2000 Decreasing isosurface complexity via discrete fitting
Claudio Montani, Riccardo Scateni, Roberto Scopigno
Comput. Aided Geom. Des.1
2000 Reconstruction of topologically correct and adaptive trilinear isosurfaces
Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Roberto Scopigno
Comput. Graph.3
2000 A Multiresolution Model for Soft Objects supporting interactive cuts and lacerations
abstract
Performing a really interactive and physically‐based simulation of complex soft objects is still an open problem in computer animation/simulation. Given the application domain of virtual surgery training, a complete model should be quite realistic, interactive and should enable the user to modify the topology of the objects. Recent papers propose the adoption of multiresolution techniques to optimize time performance by representing at high resolution only the object parts considered more important or critical. The speed up obtainable at simulation time are counterbalanced by the need of a preprocessing phase strongly dependent on the topology of the object, with the drawback that performing dynamic topology modification becomes a prohibitive issue. In this paper we present an approach that couples multiresolution and topological modifications, based on the adoption of a particle systems approach to the physical simulation. Our approach is based on a tetrahedral decomposition of the space, chosen both for its suitability to support a particle system and for the ready availability of many techniques recently proposed for the simplification and multiresolution management of 3D simplicial decompositions. The multiresolution simulation system is designed to ensure the required speedup and to support dynamic changes of the topology, e.g. due to cuts or lacerations of the represented tissue.
Fabio Ganovelli, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Graph. Forum3
1999 Preserving attribute values on simplified meshes by resampling detail textures
Paolo Cignoni, Claudio Montani, Claudio Rocchini, Roberto Scopigno, Marco Tarini
Vis. Comput.2
1998 Towards a distributed 3D virtual museum
abstract
The paper addresses the problem of the representation of three-dimensional works of art (e.g. sculptures, architectural elements, vases, etc.) in a web-based environment. Specifically, we propose a system for the visual presentation of the 3D results of a standard SQL query to distributed archives. The system solves the general problem of the remote visualization of dynamic result sets on the Internet using standard and low cost processing architectures. It provides the user with an innovative visual metaphor for the analysis and investigation of the objects presented. Moreover, the system has been designed to provide capabilities which go beyond visualization (e.g. manipulation), and further extensions are possible. We describe the methodologies used for the acquisition, storing, and manipulation of 3D artistic objects together with details on the system's implementation in a web environment, using the VRML2.0 specification language.
E. Ciabatti, Paolo Cignoni, Claudio Montani, Roberto Scopigno
AVI3
1998 A general method for preserving attribute values on simplified meshes
abstract
Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A problem studied less often is how to preserve on a simplified mesh the detail (e.g., color, high frequency shape detail, scalar fields, etc.) which is encoded in the original mesh. We present a general approach for preserving detail on simplified meshes. The detail (or high frequency information) lost after simplification is encoded through texture or bump maps. The original contribution is that preservation is performed after simplification, by building set of triangular texture patches that are then packed in a single texture map. Each simplified mesh face is sampled to build the associated triangular texture patch; a new method for storing this set of texture patches into a standard rectangular texture is presented and discussed. Our detail preserving approach makes no assumptions about the simplification process adopted to reduce mesh complexity and allows highly efficient rendering. The solution is very general, allowing preservation of any attribute value defined on the high resolution mesh. We also describe an alternative application: the conversion of 3D models with 3D static procedural textures into standard 3D models with 2D textures.
Paolo Cignoni, Claudio Montani, Roberto Scopigno, Claudio Rocchini
IEEE Visualization2
1998 DeWall: A fast divide and conquer Delaunay triangulation algorithm in Ed
Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Aided Des.2
1998 A comparison of mesh simplification algorithms
Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Graph.2
1998 Zeta: A Resolution Modeling System
Paolo Cignoni, Claudio Montani, Claudio Rocchini, Roberto Scopigno
Graph. Model. Image Process.2
1997 Speeding Up Isosurface Extraction Using Interval Trees
abstract
The interval tree is an optimally efficient search structure proposed by Edelsbrunner (1980) to retrieve intervals on the real line that contain a given query value. We propose the application of such a data structure to the fast location of cells intersected by an isosurface in a volume dataset. The resulting search method can be applied to both structured and unstructured volume datasets, and it can be applied incrementally to exploit coherence between isosurfaces. We also address issues of storage requirements, and operations other than the location of cells, whose impact is relevant in the whole isosurface extraction task. In the case of unstructured grids, the overhead, due to the search structure, is compatible with the storage cost of the dataset, and local coherence in the computation of isosurface patches is exploited through a hash table. In the case of a structured dataset, a new conceptual organization is adopted, called the chess-board approach, which exploits the regular structure of the dataset to reduce memory usage and to exploit local coherence. In both cases, efficiency in the computation of surface normals on the isosurface is obtained by a precomputation of the gradients at the vertices of the mesh. Experiments on different kinds of input show that the practical performance of the method reflects its theoretical optimality.
Paolo Cignoni, Paola Marino, Claudio Montani, Enrico Puppo, Roberto Scopigno
IEEE Trans. Vis. Comput. Graph.3
1997 Multiresolution Representation and Visualization of Volume Data
abstract
A system to represent and visualize scalar volume data at multiple resolution is presented. The system is built on a multiresolution model based on tetrahedral meshes with scattered vertices that can be obtained from any initial dataset. The model is built off-line through data simplification techniques, and stored in a compact data structure that supports fast on-line access. The system supports interactive visualization of a representation at an arbitrary level of resolution through isosurface and projective methods. The user can interactively adapt the quality of visualization to requirements of a specific application task and to the performance of a specific hardware platform. Representations at different resolutions can be used together to further enhance interaction and performance through progressive and multiresolution rendering.
Paolo Cignoni, Claudio Montani, Enrico Puppo, Roberto Scopigno
IEEE Trans. Vis. Comput. Graph.2
1997 Multiresolution decimation based on global error
A. Ciampalini, Paolo Cignoni, Claudio Montani, Roberto Scopigno
Vis. Comput.3
1995 Evaluation of parallelization strategies for an incremental Delaunay triangulator in e3
abstract
Abstract The paper deals with the parallelization of Delaunay triangulation, a widely used space partitioning technique. Two parallel implementations of a three‐dimensional incremental construction algorithm are presented. The first is based on the decomposition of the spatial domain, while the second relies on the master‐slaves approach. Both parallelization strategies are evaluated, stressing practical issues rather than theoretical complexity. We report on the exploitation of two different parallel environments: a tightly coupled distributed memory MIMD architecture and a network of workstations co‐operating under the Linda environment Then, a third hybrid solution is proposed, specifically addressed to the exploitation of higher parallelism. It combines the other two solutions by grouping the processing nodes of the multicomputer into clusters and by exploiting parallelism at two different levels.
Paolo Cignoni, Domenico Laforenza, Raffaele Perego 0001, Roberto Scopigno, Claudio Montani
Concurr. Pract. Exp.5
1994 Discretized Marching Cubes
abstract
Since the introduction of standard techniques for isosurface extraction from volumetric datasets, one of the hardest problems has been to reduce the number of triangles (or polygons) generated. The paper presents an algorithm that considerably reduces the number of polygons generated by a Marching Cubes-like scheme (W. Lorensen and H. Cline, 1987) without excessively increasing the overall computational complexity. The algorithm assumes discretization of the dataset space and replaces cell edge interpolation by midpoint selection. Under these assumptions, the extracted surfaces are composed of polygons lying within a finite number of incidences, thus allowing simple merging of the output facets into large coplanar polygons. An experimental evaluation of the proposed approach on datasets related to biomedical imaging and chemical modelling is reported.>
Claudio Montani, Riccardo Scateni, Roberto Scopigno
IEEE Visualization1
1994 MagicSphere: an Insight Tool for 3D Data Visualization
abstract
Abstract How to render very complex datasets, and yet maintain interactive response times, is a hot topic in computer graphics. The MagicSphere idea originated as a solution to this problem, but its potential goes much further than this original scope. In fact, it has been designed as a very generical 3D widget: it defines a spherical volume of interest in the dataset modeling space. Then, several filters can be associated with the Magicsphere, which apply different visualization modalities to the data contained in the volume of interest. The visualization of multi‐resolution datasets is selected here as a case study and an ad hoc filter has been designed, the MultiRes filter. Some results of a prototipal implementation are presented and discussed.
Paolo Cignoni, Claudio Montani, Roberto Scopigno
Comput. Graph. Forum2
1994 Using Marching Cubes on Small Machines
Claudio Montani, Roberto Scopigno
CVGIP Graph. Model. Image Process.1
1994 Parallelizing Visibility Computations on Triangulated Terrains
abstract
In this paper we address the problem of computing visibility information on digital terrain models in parallel. We propose a parallel algorithm for computing the visible region of an observation point located on the terrain. The algorithm is based on a sequential triangle-sorting visibility approach proposed by De Floriani et al. (1989). Static and dynamic parallelization strategies, both in terms of partitioning criteria and scheduling policies, are discussed. The different parallelization strategies are implemented on an MIMD multicomputer and evaluated through experimental results.
Leila De Floriani, Claudio Montani, Roberto Scopigno
Int. J. Geogr. Inf. Sci.2
1994 A modified look-up table for implicit disambiguation of Marching Cubes
Claudio Montani, Riccardo Scateni, Roberto Scopigno
Vis. Comput.1
1993 Parallel 3D Delauney Triangulation
abstract
Abstract The paper deals with the parallelization of Delaunay triangulation algorithms, giving more emphasis to pratical issues and implementation than to theoretical complexity. Two parallel implementations are presented. The first one is built on De Wall, an Ed triangulator based on an original interpretation of the divide & conquer paradigm. The second is based on an incremental construction algorithm. The parallelization strategies are presented and evaluated. The target parallel machine is a distributed computing environment, composed of coarse grain processing nodes. Results of first implementations are reported and compared with the performance of the serial versions running on a Unix workstation.
Paolo Cignoni, Claudio Montani, Raffaele Perego 0001, Roberto Scopigno
Comput. Graph. Forum2
1993 Parallel rendering of volumetric data set on distributed-memory architectures
abstract
Abstract A solution is proposed to the problem of interactive visualization and rendering of volume data. Designed for parallel distributed memory MIMD architectures, the volume rendering system is based on the ray tracing (RT) visualization technique, the Sticks representation scheme (a data structure exploiting data coherence for the compression of classified data sets), the use of a slice‐partitioning technique for the distribution of the data between the processing nodes and the consequent ray‐data‐flow parallelizing strategy. The system has been implemented on two different architectures: an inmos Transputer network and a hypercube nCUBE 6400 architecture. The high number of processors of this latter machine has allowed us to exploit a second level of parallelism (parallelism on image space, or parallelism on pixels) in order to arrive at a higher degree of scalability. In both proposals, the similarities between the chosen data‐partitioning strategy, the communications pattern of the visualization processes and the topology of the physical system architecture represent the key points and provide improved software design and efficiency. Moreover, the partitioning strategy used and the network interconnection topology reduce the communications overhead and allow for an efficient implementation of a static load‐balancing technique based on the prerendering of a low resolution image. Details of the practical issues involved in the parallelization process of volumetric RT, commonly encountered problems (i.e. termination and deadlock prevention) and the sw migration process between different architectures are discussed.
Claudio Montani, Raffaele Perego 0001, Roberto Scopigno
Concurr. Pract. Exp.1
1990 Ray tracing CSG trees using the Sticks representation scheme
Claudio Montani, Roberto Scopigno
Comput. Graph.1
1986 Autumnal Quadtrees
abstract
Recently, methods have been defined and investigated for the encoding of quadtrees. Although these methods save storage space, they are normally less efficient. In this short note an artifice is suggested to encode quadtrees. It allows the preservation of the quadtree logical structure, permitting a memory saving higher than 75% without losing efficiency. The main characteristics of the new coding technique are compared with those of previous methods.
F. Fabbrini, Claudio Montani
Comput. J.2
1984 Region representation: Parallel connected stripes
Claudio Montani
Comput. Vis. Graph. Image Process.1