EDBT 2026 Demo / reviewers in the wild / expert
Enrico Puppo
dblp:p/EPuppo
· DBLP profile ↗
65ranked-venue papers
6as first author
10since 2021 · last 2025
0000-0001-9780-5283ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 48 · 3 first-author · 10 since 2021Databases, data management, data science and information retrieval · 8 · 2 first-authorArtificial intelligence and machine learning · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4Applied, interdisciplinary, general and emerging computing · 4Systems, architecture and hardware · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Disambiguating flat spots in discrete scalar fieldsabstractWe consider 2D scalar fields sampled on a regular grid. When the gradient is low relative to the resolution of the dataset’s range, the signal may contain flat spots : connected areas where all points share the same value. Flat spots hinder certain analyses, such as topological characterization or drainage network computations. We present an algorithm to determine a symbolic slope inside flat spots and consistently place a minimal set of critical points, in a way that is less biased than state-of-the-art methods. We present experimental results on both synthetic and real data, demonstrating how our method provides a more plausible positioning of critical points and a better recovery of the Morse–Smale complex. Luigi Rocca, Federico Iuricich, Enrico Puppo |
Graph. Model. | 3 |
| 2025 | High-Order Continuous Geometrical ValidityabstractWe propose a conservative algorithm to test the geometrical validity of simplicial (triangles, tetrahedra), tensor product (quadrilaterals, hexahedra), and mixed (prisms) elements of arbitrary polynomial order as they deform linearly within a time interval. Our algorithm uses a combination of adaptive Bézier refinement and bisection search to determine if, when, and where the Jacobian determinant of an element’s polynomial geometric map becomes negative in the transition from one configuration to another. In elastodynamic simulation, our algorithm guarantees that the system remains physically valid during the entire trajectory, not only at discrete time steps. Unlike previous approaches, physical validity is preserved even when our method is implemented using floating point arithmetic. Hence, our algorithm is only slightly slower than existing non-conservative methods while providing guarantees and while being an easy drop-in replacement for current validity tests. To prove the practical effectiveness of our algorithm, we demonstrate its use in a high-order Incremental Potential Contact (IPC) elastodynamic simulator and experimentally show that it prevents invalid, simulation-breaking configurations that would otherwise occur using non-conservative methods. Federico Sichetti, Zizhou Huang, Marco Attene, Denis Zorin, Enrico Puppo, Daniele Panozzo |
ACM Trans. Graph. | 5 |
| 2025 | MiSo: A DSL for Robust and Efficient Solve and MInimize ProblemsabstractMany problems in computer graphics can be formulated as finding the global minimum of a function subject to a set of non-linear constraints (Minimize), or finding all solutions of a system of non-linear constraints (Solve). We introduce MiSo, a domain-specific language and compiler for generating efficient C++ code for low-dimensional Minimize and Solve problems, that uses interval methods to guarantee conservative results while using floating point arithmetic. We demonstrate that MiSo-generated code shows competitive performance compared to hand-optimized codes for several computer graphics problems, including high-order collision detection with non-linear trajectories, surface-surface intersection, and geometrical validity checks for finite element simulation. Federico Sichetti, Enrico Puppo, Zizhou Huang, Marco Attene, Denis Zorin, Daniele Panozzo |
ACM Trans. Graph. | 2 |
| 2024 | Splines on manifolds: A surveyabstractSplines in the manifold setting have been defined as extensions from the standard Euclidean setting, but they are far more complicated. Alternative approaches, which are equivalent in the Euclidean case, lead to different results in the manifold case; the existence conditions are often quite restrictive; and the necessary computations are rather involved. All difficulties stem from the peculiar nature of the geodesic distance: in general, shortest geodesics may be not unique and the dependence on their endpoints may not be smooth; and distances cannot be computed in closed form. The former issue may impose strong limitations on the placement of control points. While the latter may greatly complicate the computations. Nevertheless, some recent results suggest that splines on surfaces may have practical impact on CAGD applications. We review the literature on this topic, accounting for both theoretical results and practical implementations. Claudio Mancinelli, Enrico Puppo |
Comput. Aided Geom. Des. | 2 |
| 2023 | Computing the Riemannian center of mass on meshesabstractThe Riemannian center of mass (a.k.a. Karcher mean or Fréchet mean) provides the equivalent to the Euclidean affine average on manifolds. In spite of its many potential applications in computer graphics and geometric modeling, there exist surprisingly few algorithms to compute it. We present a direct method for computing the Riemannian center of mass on a triangle mesh. Our method works in the polyhedral metric and uses a piecewise-linear interpolation of gradients of the distance fields from a set of control points. We present applications for tracing splines on a surface, comparing to other methods at the state of the art, and showing that we produce quality results while supporting user interaction. Claudio Mancinelli, Enrico Puppo |
Comput. Aided Geom. Des. | 2 |
| 2023 | b/Surf: Interactive Bézier Splines on Surface MeshesabstractWe present a practical framework to port Bézier curves to surfaces. We support the interactive drawing and editing of Bézier splines on manifold meshes with millions of triangles, by relying on just repeated manifold averages. We show that direct extensions of the de Casteljau and Bernstein evaluation algorithms to the manifold setting are fragile, and prone to discontinuities when control polygons become large. Conversely, approaches based on subdivision are robust and can be implemented efficiently. We implement manifold extensions of the recursive de Casteljau bisection, and an open-uniform Lane-Riesenfeld subdivision scheme. For both schemes, we present algorithms for curve tracing, point evaluation, and approximated point insertion. We run bulk experiments to test our algorithms for robustness and performance, and we compare them with other methods at the state of the art, always achieving correct results and superior performance. For interactive editing, we port all the basic user interface interactions found in 2D tools directly to the mesh. We also support mapping complex SVG drawings to the mesh and their interactive editing. Claudio Mancinelli, Giacomo Nazzaro, Fabio Pellacini, Enrico Puppo |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Vector graphics on surfaces using straightedge and compass constructions
Claudio Mancinelli, Enrico Puppo |
Comput. Graph. | 2 |
| 2022 | geoTangle: Interactive Design of Geodesic Tangle Patterns on SurfacesabstractTangles are complex patterns, which are often used to decorate the surface of real-world artisanal objects. They consist of arrangements of simple shapes organized into nested hierarchies, obtained by recursively splitting regions to add progressively finer details. In this article, we show that 3D digital shapes can be decorated with tangles by working interactively in the intrinsic metric of the surface. Our tangles are generated by the recursive application of only four operators, which are derived from tracing the isolines or the integral curves of geodesics fields generated from selected seeds on the surface. Based on this formulation, we present an interactive application that lets designers model complex recursive patterns directly on the object surface without relying on parametrization. We reach interactive speed on meshes of a few million triangles by relying on an efficient approximate graph-based geodesic solver. Giacomo Nazzaro, Enrico Puppo, Fabio Pellacini |
ACM Trans. Graph. | 2 |
| 2022 | BoolSurf: Boolean Operations on SurfacesabstractWe port Boolean set operations between 2D shapes to surfaces of any genus, with any number of open boundaries. We combine shapes bounded by sets of freely intersecting loops, consisting of geodesic lines and cubic Bézier splines lying on a surface. We compute the arrangement of shapes directly on the surface and assign integer labels to the cells of such arrangement. Differently from the Euclidean case, some arrangements on a manifold may be inconsistent. We detect inconsistent arrangements and help the user to resolve them. Also, we extend to the manifold setting recent work on Boundary-Sampled Halfspaces, thus supporting operations more general than standard Booleans, which are well defined on inconsistent arrangements, too. Our implementation discretizes the input shapes into polylines at an arbitrary resolution, independent of the level of resolution of the underlying mesh. We resolve the arrangement inside each triangle of the mesh independently and combine the results to reconstruct both the boundaries and the interior of each cell in the arrangement. We reconstruct the control points of curves bounding cells, in order to free the result from discretization and provide an output in vector format. We support interactive usage, editing shapes consisting up to 100k line segments on meshes of up to 1M triangles. Marzia Riso, Giacomo Nazzaro, Enrico Puppo, Alec Jacobson, Qingnan Zhou, Fabio Pellacini |
ACM Trans. Graph. | 3 |
| 2021 | Practical Computation of the Cut Locus on Discrete SurfacesabstractAbstract We present a novel method to compute the cut locus of a distance function encoded on a polygonal mesh. Our method exploits theoretical findings about the cut locus and – with a combination of analytic, geometric and topological tools – it is able to compute a topologically correct and geometrically accurate approximation of it. Our result can be either restricted to the mesh edges, or aligned with the real cut locus. Both outputs may be useful for practical applications. We also provide a convenient tool to optionally prune the weak branches of the cut locus, simplifying its structure. Our approach supersedes prior art, in that it is easier to use and also orders of magnitude faster. In fact, it depends on just one parameter, and it flawlessly operates on meshes with high genus and very high element count at interactive rates. We experiment with different datasets and methods for geodesic distance estimation. We also present applications to local and global surface parameterization. Claudio Mancinelli, Marco Livesu, Enrico Puppo |
Comput. Graph. Forum | 3 |
| 2020 | Real-Time Deformation with Coupled Cages and SkeletonsabstractAbstract Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples. Fabrizio Corda, Jean-Marc Thiery, Marco Livesu, Enrico Puppo, Tamy Boubekeur, Riccardo Scateni |
Comput. Graph. Forum | 4 |
| 2020 | LoopyCuts: practical feature-preserving block decomposition for strongly hex-dominant meshingabstractWe present a new fully automatic block-decomposition algorithm for feature-preserving, strongly hex-dominant meshing, that yields results with a drastically larger percentage of hex elements than prior art. Our method is guided by a surface field that conforms to both surface curvature and feature lines, and exploits an ordered set of cutting loops that evenly cover the input surface, defining an arrangement of loops suitable for hex-element generation. We decompose the solid into coarse blocks by iteratively cutting it with surfaces bounded by these loops. The vast majority of the obtained blocks can be turned into hexahedral cells via simple midpoint subdivision. Our method produces pure hexahedral meshes in approximately 80% of the cases, and hex-dominant meshes with less than 2% non-hexahedral cells in the remaining cases. We demonstrate the robustness of our method on 70+ models, including CAD objects with features of various complexity, organic and synthetic shapes, and provide extensive comparisons to prior art, demonstrating its superiority. Marco Livesu, Nico Pietroni, Enrico Puppo, Alla Sheffer, Paolo Cignoni |
ACM Trans. Graph. | 3 |
| 2019 | Skeleton based cage generation guided by harmonic fields
Sara Casti, Marco Livesu, Nicolas Mellado, Nadine Abu Rumman, Riccardo Scateni, Loïc Barthe, Enrico Puppo |
Comput. Graph. | 7 |
| 2019 | A comparison of methods for gradient field estimation on simplicial meshes
Claudio Mancinelli, Marco Livesu, Enrico Puppo |
Comput. Graph. | 3 |
| 2019 | Evaluating Movement Quality Through Intrapersonal SynchronizationabstractWe present a method to measure intrapersonal synchronization of movement from motion capture data, and we show that our method is effective in classifying the level of skills of athletes performing karate kata. Our method is based on detecting relevant peaks of acceleration of limbs (arms and legs) and measuring their synchronization. We run a multiscale analysis, based on topological persistence, to rank the importance of peaks of acceleration. The resulting impulse signals are processed next with a multievent class synchronization algorithm, in order to define an overall synchronization index that scores the level of intrapersonal synchronization with a single scalar value. We build a basic multiclass classifier, which uses just the means of indexes computed on the different classes in the training set. We make a statistical analysis and a cross validation of the classifier on real data. Performances by athletes from three levels of skill have been recorded, classified by experts, and used to test our method. Cross validation of the classifier is performed by leave-one-out and bootstrap resampling. Results show that our method can classify correctly with very high probability (beyond 99%), while it succeeds on 100% of the data used in cross validation. Nikolas De Giorgis, Enrico Puppo, Paolo Alborno, Antonio Camurri |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2016 | Skeleton-driven Adaptive Hexahedral Meshing of Tubular ShapesabstractAbstract We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve‐skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per‐element size. Our method is fast, one‐click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation. Marco Livesu, Alessandro Muntoni, Enrico Puppo, Riccardo Scateni |
Comput. Graph. Forum | 3 |
| 2016 | Tracing Field-Coherent Quad LayoutsabstractAbstract Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring any parametrization and it is based on a new technique for tracing field‐coherent geodesic paths directly on a triangle mesh, and on a new relaxed formulation of a binary LP problem, which allows us to extract both conforming quad layouts and coarser layouts containing t‐junctions. Our method is easy to implement, very robust, and, being directly based on the input cross field, it is able to generate better aligned layouts, even with complicated fields containing many singularities. We show results on a number of datasets and comparisons with state‐of‐the‐art methods. Nico Pietroni, Enrico Puppo, Giorgio Marcias, Roberto Roberto, Paolo Cignoni |
Comput. Graph. Forum | 2 |
| 2015 | Statics Aware Grid ShellsabstractAbstract We introduce a framework for the generation of polygonal gridshell architectural structures, whose topology is designed in order to excel in static performances. We start from the analysis of stress on the input surface and we use the resulting tensor field to induce an anisotropic nonEuclidean metric over it. This metric is derived by studying the relation between the stress tensor over a continuous shell and the optimal shape of polygons in a corresponding gridshell. Polygonal meshes with uniform density and isotropic cells under this metric exhibit variable density and anisotropy in Euclidean space, thus achieving a better distribution of the strain energy over their elements. Meshes are further optimized taking into account symmetry and regularity of cells to improve aesthetics. We experiment with quad meshes and hexdominant meshes, demonstrating that our gridshells achieve better static performances than stateoftheart gridshells. Nico Pietroni, Davide Tonelli, Enrico Puppo, Maurizio Froli, Roberto Scopigno, Paolo Cignoni |
Comput. Graph. Forum | 3 |
| 2015 | Data-driven interactive quadrangulationabstractWe propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the user draws strokes to define patches and desired edge flows, and the system queries the database to extract fitting patterns to tessellate the sketches' interiors. The quadrangulation patterns are general and can be applied to tessellate large regions while controlling the positions of the singularities and the edge flow. We demonstrate the effectiveness of our algorithm through a series of live retopology sessions and an informal user study with three professional artists. Giorgio Marcias, Kenshi Takayama, Nico Pietroni, Daniele Panozzo, Olga Sorkine-Hornung, Enrico Puppo, Paolo Cignoni |
ACM Trans. Graph. | 6 |
| 2015 | Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve SkeletonabstractStarting from the triangle mesh of a digital shape, that is, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object structure described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semiregular quad mesh; it provides a structured domain for UV mapping and parametrization. Our method is fast, one-click, and does not require any parameter setting. The user can steer and refine the process through simple interactive tools during the construction of the quad layout. Francesco Usai, Marco Livesu, Enrico Puppo, Marco Tarini, Riccardo Scateni |
ACM Trans. Graph. | 3 |
| 2014 | Frame fields: anisotropic and non-orthogonal cross fieldsabstractWe introduce frame fields, which are a non-orthogonal and non-unit-length generalization of cross fields. Frame fields represent smoothly varying linear transformations on tangent spaces of a surface. We propose an algorithm to create discrete, dense frame fields that satisfy a sparse set of constraints. By computing a surface deformation that warps a frame field into a cross field, we generalize existing quadrangulation algorithms to generate anisotropic and non-uniform quad meshes whose elements shapes match the frame field. With this, our framework enables users to control not only the alignment but also the density and anisotropy of the elements' distribution, resulting in high-quality adaptive quad meshing. Daniele Panozzo, Enrico Puppo, Marco Tarini, Olga Sorkine-Hornung |
ACM Trans. Graph. | 2 |
| 2013 | Quad-Mesh Generation and Processing: A SurveyabstractAbstract Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi‐regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this survey we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrisation and remeshing. David Bommes, Bruno Lévy 0001, Nico Pietroni, Enrico Puppo, Cláudio T. Silva, Marco Tarini, Denis Zorin |
Comput. Graph. Forum | 4 |
| 2013 | Animation-Aware QuadrangulationabstractAbstract Geometric meshes that model animated characters must be designed while taking into account the deformations that the shape will undergo during animation. We analyze an input sequence of meshes with point‐to‐point correspondence, and we automatically produce a quadrangular mesh that fits well the input animation. We first analyze the local deformation that the surface undergoes at each point, and we initialize a cross field that remains as aligned as possible to the principal directions of deformation throughout the sequence. We then smooth this cross field based on an energy that uses a weighted combination of the initial field and the local amount of stretch. Finally, we compute a field‐aligned quadrangulation with an off‐the‐shelf method. Our technique is fast and very simple to implement, and it significantly improves the quality of the output quad mesh and its suitability for character animation, compared to creating the quad mesh based on a single pose. We present experimental results and comparisons with a state‐of‐the‐art quadrangulation method, on both sequences from 3D scanning and synthetic sequences obtained by a rough animation of a triangulated model. Giorgio Marcias, Nico Pietroni, Daniele Panozzo, Enrico Puppo, Olga Sorkine-Hornung |
Comput. Graph. Forum | 4 |
| 2012 | Fields on symmetric surfacesabstractDirection fields, line fields and cross fields are used in a variety of computer graphics applications ranging from non-photorealistic rendering to remeshing. In many cases, it is desirable that fields adhere to symmetry, which is predominant in natural as well as man-made shapes. We present an algorithm for designing smooth N-symmetry fields on surfaces respecting generalized symmetries of the shape, while maintaining alignment with local features. Our formulation for constructing symmetry fields is based on global symmetries, which are given as input to the algorithm, with no isometry assumptions. We explore in detail the properties of generalized symmetries (reflections in particular), and we also develop an algorithm for the robust computation of such symmetry maps, based on a small number of correspondences, for surfaces of genus zero. Daniele Panozzo, Yaron Lipman, Enrico Puppo, Denis Zorin |
ACM Trans. Graph. | 3 |
| 2011 | Implicit Hierarchical Quad-Dominant MeshesabstractAbstract We present a method for producing quad‐dominant subdivided meshes, which supports both adaptive refinement and adaptive coarsening. A hierarchical structure is stored implicitly in a standard half‐edge data structure, while allowing us to efficiently navigate through the different level of subdivision. Subdivided meshes contain a majority of quad elements and a moderate amount of triangles and pentagons in the regions of transition across different levels of detail. Topological LOD editing is controlled with local conforming operators, which support both mesh refinement and mesh coarsening. We show two possible applications of this method: we define an adaptive subdivision surface scheme that is topologically and geometrically consistent with the Catmull–Clark subdivision; and we present a remeshing method that produces semi‐regular adaptive meshes. Daniele Panozzo, Enrico Puppo |
Comput. Graph. Forum | 2 |
| 2011 | Simple quad domains for field aligned mesh parametrizationabstractWe present a method for the global parametrization of meshes that preserves alignment to a cross field in input while obtaining a parametric domain made of few coarse axis-aligned rectangular patches, which form an abstract base complex without T-junctions. The method is based on the topological simplification of the cross field in input, followed by global smoothing. Marco Tarini, Enrico Puppo, Daniele Panozzo, Nico Pietroni, Paolo Cignoni |
ACM Trans. Graph. | 2 |
| 2011 | Automatic Construction of Quad-Based Subdivision Surfaces Using FitmapsabstractWe present an automatic method to produce a Catmull-Clark subdivision surface that fits a given input mesh. Its control mesh is coarse and adaptive, and it is obtained by simplifying an initial mesh at high resolution. Simplification occurs progressively via local operators and addresses both quality of surface and faithfulness to the input shape throughout the whole process. The method is robust and performs well on rather complex shapes. Displacement mapping or normal mapping can be applied to approximate the input shape arbitrarily well. Daniele Panozzo, Enrico Puppo, Marco Tarini, Nico Pietroni, Paolo Cignoni |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Practical quad mesh simplificationabstractAbstract In this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle‐to‐Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh. Marco Tarini, Nico Pietroni, Paolo Cignoni, Daniele Panozzo, Enrico Puppo |
Comput. Graph. Forum | 5 |
| 2009 | RGB SubdivisionabstractWe introduce the RGB Subdivision: an adaptive subdivision scheme for triangle meshes, which is based on the iterative application of local refinement and coarsening operators, and generates the same limit surface of the Loop subdivision, independently on the order of application of local operators. Our scheme supports dynamic selective refinement, as in Continuous Level Of Detail models, and it generates conforming meshes at all intermediate steps. The RGB subdivision is encoded in a standard topological data structure, extended with few attributes, which can be used directly for further processing. We present an interactive tool that permits to start from a base mesh and use RGB subdivision to dynamically adjust its level of detail. Enrico Puppo, Daniele Panozzo |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2006 | Selectively refinable subdivision meshes
Enrico Puppo |
Symposium on Geometry Processing | 1 |
| 2006 | Level-of-detail for data analysis and exploration: A historical overview and some new perspectives
Emanuele Danovaro, Leila De Floriani, Paola Magillo, Enrico Puppo, Davide Sobrero |
Comput. Graph. | 4 |
| 2006 | Multi-VMap: A Multi-Scale Model for Vector Maps
Raquel Viaña, Paola Magillo, Enrico Puppo, Pedro Ramos 0001 |
GeoInformatica | 3 |
| 2005 | The Half-Edge Tree: A Compact Data Structure for Level-of-Detail Tetrahedral MeshesabstractWe propose a new data structure for the compact encoding of a level-of detail (LOD) model of a three-dimensional scalar field based on unstructured tetrahedral meshes. Such data structure, called a half-edge tree (HET), is built through the iterative application of a half-edge collapse, i.e. by contracting an edge to one of its endpoints. We also show that selective refined meshes extracted from an HET contain on average about 34% and up to 75% less tetrahedra than those extracted from an LOD model built through a general edge collapse. Emanuele Danovaro, Leila De Floriani, Paola Magillo, Enrico Puppo, Davide Sobrero, Neta Sokolovsky |
SMI | 4 |
| 2005 | Clustering Techniques for Out-of-Core Multi-resolution Modeling
Emanuele Danovaro, Leila De Floriani, Enrico Puppo, Hanan Samet |
IEEE Visualization | 3 |
| 2005 | A complete system for on-line 3D modelling from acoustic images
Umberto Castellani, Andrea Fusiello, Vittorio Murino, Laura Papaleo, Enrico Puppo, Massimiliano Pittore |
Signal Process. Image Commun. | 5 |
| 2004 | A multi-resolution topological representation for non-manifold meshes
Leila De Floriani, Paola Magillo, Enrico Puppo, Davide Sobrero |
Comput. Aided Des. | 3 |
| 2004 | Selective Refinement Queries for Volume Visualization of Unstructured Tetrahedral MeshesabstractIn this paper, we address the problem of the efficient visualization of large irregular volume data sets by exploiting a multiresolution model based on tetrahedral meshes. Multiresolution models, also called Level-Of-Detail (LOD) models, allow encoding the whole data set at a virtually continuous range of different resolutions. We have identified a set of queries for extracting meshes at variable resolution from a multiresolution model, based on field values, domain location, or opacity of the transfer function. Such queries allow trading off between resolution and speed in visualization. We define a new compact data structure for encoding a multiresolution tetrahedral mesh built through edge collapses to support selective refinement efficiently and show that such a structure has a storage cost from 3 to 5.5 times lower than standard data structures used for tetrahedral meshes. The data structures and variable resolution queries have been implemented together with state-of-the art visualization techniques in a system for the interactive visualization of three-dimensional scalar fields defined on tetrahedral meshes. Experimental results show that selective refinement queries can support interactive visualization of large data sets. Paolo Cignoni, Leila De Floriani, Paola Magillo, Enrico Puppo, Roberto Scopigno |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2003 | Morphology-driven simplification and multiresolution modeling of terrainsabstractWe propose a technique for simplification and multiresolution modeling of a terrain represented as a TIN. Our goal is to maintain the morphological structure of the terrain in the resulting multiresolution model. To this aim, we extend Morse theory, developed for continuous and differentiable functions, to the case of piecewise linear functions. We decompose a TIN into areas with uniform morphological properties (such as valleys, basins, etc.) separated by a network of critical lines and points. We describe an algorithm to compute the above decomposition and the critical net, and a TIN simplification algorithm that preserves them. On this basis, we build a multiresolution terrain model, which provides a representation of critical features at any level of detail. Emanuele Danovaro, Leila De Floriani, Paola Magillo, Mohammed Mostefa Mesmoudi, Enrico Puppo |
GIS | 5 |
| 2003 | Decomposing non-manifold objects in arbitrary dimensions
Leila De Floriani, Mohammed Mostefa Mesmoudi, Franco Morando, Enrico Puppo |
Graph. Model. | 4 |
| 2001 | Compressing Multiresolution Triangle Meshes
Emanuele Danovaro, Leila De Floriani, Paola Magillo, Enrico Puppo |
SSTD | 4 |
| 2000 | On-line Space Sculpturing for 3D Shape ManipulationabstractWe present a new data structure, called the Multi-Sculpture, to represent 3D shapes at multiple levels of detail. The input shape at high resolution is described as a mesh of triangles. A coarse approximation of this shape is provided by the convex hull of the mesh, while intermediate approximations are obtained by sculpturing the space that separates the convex hull from the mesh. A higher level of detail corresponds to a higher degree of concavity in the shape approximation. The data structure supports online extraction of a shape representation at a user-defined level of detail, possibly varing over different parts of the shape. This mechanism allows speeding up recognition, classification, collision detection, and planning of manipulation tasks. Leila De Floriani, Paola Magillo, Enrico Puppo |
ICPR | 3 |
| 2000 | 3D Mosaicing for Environment ReconstructionabstractThis paper proposes a technique for the 3D reconstruction of an underwater environment from multiple range views. The final target of the work lies in improving the understanding of a human operator guiding an underwater remotely operated vehicle (ROV) equipped with an acoustic camera, which provides a sequence of 3D images in real time. Since the field of view is narrow we devise a technique for the reconstruction of relevant information of the image sequence up to building a mosaic of the surrounding scene. Due to the very noisy nature of the data and the low range resolution, smoothing, segmentation, registration, and fusion problems have been tackled. Examples on real images are presented to show the promising performances of the algorithm. Vittorio Murino, Andrea Fusiello, Nicola Iuretigh, Enrico Puppo |
ICPR | 4 |
| 2000 | Dynamic view-dependent multiresolution on a client-server architecture
Leila De Floriani, Paola Magillo, Franco Morando, Enrico Puppo |
Comput. Aided Des. | 4 |
| 2000 | Compressing Triangulated Irregular Networks
Leila De Floriani, Paola Magillo, Enrico Puppo |
GeoInformatica | 3 |
| 2000 | VARIANT: A System for Terrain Modeling at Variable Resolution
Leila De Floriani, Paola Magillo, Enrico Puppo |
GeoInformatica | 3 |
| 1998 | Managing the level of detail in 3D shape reconstruction and representationabstractWe address the problem of reconstructing the shape of a solid object from sparse data, and of representing it at multiple levels of detail. We provide a multiresolution model, based on a set of local sculpturing updates on an initial tetrahedral mesh, which supports extraction of representations at an arbitrary level of detail. We present a new sculpturing algorithm that we use to build the multiresolution model. Leila De Floriani, Paola Magillo, Enrico Puppo |
ICPR | 3 |
| 1998 | Efficient implementation of multi-triangulationsabstractMulti-triangulation (MT) is a general framework for managing the level-of-detail in large triangle meshes, which we have introduced in our previous work. In this paper, we describe an efficient implementation of an MT based on vertex decimation. We present general techniques for querying an MT, which are independent of a specific application, and which can be applied for solving problems, such as selective refinement, windowing, point location, and other spatial interference queries. We describe alternative data structures for encoding an MT, which achieve different trade-offs between space and performance. Experimental results are discussed. Leila De Floriani, Paola Magillo, Enrico Puppo |
IEEE Visualization | 3 |
| 1998 | Variable resolution triangulations
Enrico Puppo |
Comput. Geom. | 1 |
| 1997 | Building and traversing a surface at variable resolutionabstractThe authors consider the multi-triangulation, a general model for representing surfaces at variable resolution based on triangle meshes. They analyse characteristics of the model that make it effective for supporting basic operations such as extraction of a surface approximation, and point location. An interruptible algorithm for extracting a representation at a resolution variable over the surface is presented. Different heuristics for building the model are considered and compared. Results on both the construction and the extraction algorithm are presented. Leila De Floriani, Paola Magillo, Enrico Puppo |
IEEE Visualization | 3 |
| 1997 | Discrete Visibility Problems and Graph AlgorithmsabstractMany problems of practical interest involve line-of-sight on a topographic surface. Some such problems can be successfully studied on the basis of the mutual visibility among a finite number of representative points. Such visibility problems can be formalized and resolved as graph problems. In this paper, we show that graph algorithms can be useful to find efficient solutions for discrete visibility problems in several cases. On the basis of results from the theory of complexity, we give some practical rules to apply such an approach. We further investigate the solution of some relevant visibility problems under this perspective. Enrico Puppo, Paola Marzano |
Int. J. Geogr. Inf. Sci. | 1 |
| 1997 | On the topological representation of line drawings
Enrico Puppo |
Pattern Recognit. Lett. | 1 |
| 1997 | Speeding Up Isosurface Extraction Using Interval TreesabstractThe 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. | 4 |
| 1997 | Multiresolution Representation and Visualization of Volume DataabstractA 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. | 3 |
| 1997 | Representation and visualization of terrain surfaces at variable resolution
Paolo Cignoni, Enrico Puppo, Roberto Scopigno |
Vis. Comput. | 2 |
| 1996 | Multiresolution models for topographic surface description
Leila De Floriani, Paola Marzano, Enrico Puppo |
Vis. Comput. | 3 |
| 1995 | Hierarchical Triangulation for Multiresolution Surface DescriptionabstractA new hierarchical triangle-based model for representing surfaces over sampled data is proposed, which is based on the subdivision of the surface domain into nested triangulations, called a hierarchical triangulation (HT) . The model allows compression of spatial data and representation of a surface at successively finer degrees of resolution. An HT is a collection of triangulations organized in a tree, where each node, except for the root, is a triangulation refining a face belonging to its parent in the hierarchy. We present a topological model for representing an HT, and algorithms for its construction and for the extraction of a triangulation at a given degree of resolution. The surface model, called a hierarchical triangulated surface (HTS) is obtained by associating data values with the vertices of triangles, and by defining suitable functions that describe the surface over each triangular patch. We consider an application of a piecewise-linear version of the HTS to interpolate topographical data, and we describe a specialized version of the construction algorithm that builds an HTS for a terrain starting from a high-resolution rectangular grid of sampled data. Finally, we present an algorithm for extracting representations of terrain at variable resolution over the domain. Leila De Floriani, Enrico Puppo |
ACM Trans. Graph. | 2 |
| 1994 | Line-of-Sight Communication on Terrain ModelsabstractLine-of-sight communication on topographic surfaces has relevance for several applications of Geographical Information Systems. In this paper, we study the problem of linking a set of transceiver stations in a visibility-connected communication network, by placing a minimum number of relays on the terrain surface. The problem is studied in the framework of a discrete visibility model, where the mutual visibility of a finite set of sites on the terrain is represented through a graph, called the visibility graph. While in the special case of only two transceivers an optimal solution can be found in polynomial time, by computing a minimum path on the visibility graph, the general problem is equivalent to a Steiner problem on the visibility graph, and, thus, it is untractable in practice. In the latter case, we propose a practical approximate solution based on a Steiner heuristic. For both the special and the general case, we propose both a static and a dynamic algorithm that allow computation of a solution, and we show experimental results. Leila De Floriani, Paola Marzano, Enrico Puppo |
Int. J. Geogr. Inf. Sci. | 3 |
| 1994 | Parallel Terrain TriangulationabstractDigital Elevation Models are considered in relation to their use in a parallel computing environment. In particular, the problem of approximating terrain surface through a Triangulated Irregular Network (TIN) is analysed. A parallel algorithm is presented that builds a TIN based on Delaunay triangulation, by selecting a sparse subset of points from a dense regular grid of sampled data. An implementation of the algorithm on a CM-2 is described and experimental results are shown. Enrico Puppo, Larry Davis 0001, Daniel DeMenthon, Y. Ansel Teng |
Int. J. Geogr. Inf. Sci. | 1 |
| 1993 | Spatial Queries and Data Models
Leila De Floriani, Paola Marzano, Enrico Puppo |
COSIT | 3 |
| 1993 | A data-parallel algorithm for three-dimensional Delaunay triangulation and its implementationabstractIn this paper, we present a parallel algorithm for constructing the Delaunay triangulation of a set of vertices in three-dimensional space.The algorithm achieves a high degree of parallelism by starting the construction from every vertex and expanding over all open faces thereafter.In the expansion of open faces, the search is made faster by using a bucketing technique.The algorithm is designed under a data-parallel paradigm.It uses segmented list structures and virtual processing for load-balancing.As a result, the algorithm achieves a fast running time and good scalability over a wide range of problem sizes and machine sizes.We also incorporate a topological check to eliminate inconsistencies due to degeneracies and numerical errors.The algorithm is implemented on Connection Machines CM-2 and CM-5, and experimental results are presented.finite element methods. Y. Ansel Teng, Francis Sullivan, Isabel Beichl, Enrico Puppo |
SC | 4 |
| 1993 | Extracting Contour Lines from a Hierarchical Surface ModelabstractAbstract The Hierarchical Triangulated Irregular Network (HTIN) is a structure for representing 2½‐dimensional surfaces at different levels of detail through piecewise‐linear approximations based on triangulations of the surface domain. In this paper, we present two algorithms that allow extracting a representation of the surface and contour lines at a given level of detail, directly from the HTIN. Leila De Floriani, Daniela Mirra, Enrico Puppo |
Comput. Graph. Forum | 3 |
| 1992 | An on-line algorithm for constrained Delaunay triangulation
Leila De Floriani, Enrico Puppo |
CVGIP Graph. Model. Image Process. | 2 |
| 1991 | HIDEL: A Language for Hierarchical VLSI DesignabstractHIDEL (HIerarchical DEscription Language) is a new language for structural description of hardware systems. The use of HIDEL allows a modular and hierarchical description of a hardware system. HIDEL can be integrated with a data model, called the Hierarchical Hypergraph with Ports (HHP), which provides a graph-based description of a VLSI object at different levels of specification. The possibility of extending the HIDEL-HHP environment with functional description for simulation is also investigated. Massimo Ancona, Andrea Clematis, Leila De Floriani, Enrico Puppo |
Comput. J. | 4 |
| 1988 | Constrained Delaunay triangulation for multiresolution surface descriptionabstractThe problem of building a constrained Delaunay triangulation (CDT) at different levels of resolution is considered for the hierarchical description of topographic surfaces. The surface is approximated at each level by a network of planar triangular faces having vertices at a subset of surface-specific points, such as peaks, pits, or passes, and including edges that describe surface-specific lines, such as ridges or valleys. Each approximation is built based on a Delaunay triangulation of the data points that includes the given constraint segments. A dynamic algorithm for constrained Delaunay triangulation is proposed. The algorithm is based on the stepwise refinement of a CDT by the incremental insertion of points and constraint segments.> Leila De Floriani, Enrico Puppo |
ICPR | 2 |
| 1987 | A hardware description language based on a hierarchical graph model
Massimo Ancona, Andrea Clematis, Leila De Floriani, Enrico Puppo |
Microprocessing and Microprogramming | 4 |