2001
Journal article
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Generating random points in a tetrahedon
Rocchini C, Cignoni PThis paper proposes a simple and efficient technique to generae uniformly random point in a tetrahedron.Source: JOURNAL OF GRAPHICS TOOLS, vol. 5 (issue 4), pp. 9-12
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2008
Conference article
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3D enhanced model from multiple data sources for the analysis of the Cylinder seal of Ibni-Sharrum
Cignoni P, Pitzalis D, Menu M, Aitken GIn this paper we present the result of the integration of multiple data sources of different 3D acquisition techniques. These acquisitions have been done in order to create a new way to document works of art that have been applied to the "Cylinder seal of Ibni-Sharrum".
X-ray tomography has been used to reveal the exact position of inclusions and the presence fissure in the mineral structure; optical micro topography gives the prints of the surface of the seal with a unparallelled precision of up to 0.1?m. Finally a lower resolution 3D model obtained via photogrammetry has been used as a starting point where the tomographic and micro topographic data sets have been superimposed and integrated without precision loss. Furthermore, the textures obtained from HDR photographs has been registered and merged onto the high resolution mesh. These methods have pros and cons that will be discussed and the final obtained model will be the sum of all the complementary cons.
The final result of this interdisciplinary investigation will help the curator to better describe the fabrication tech- niques used in order to achieve the final object and a contemporary artist to do a reproduction of the cylinder at a scale of 1000:1.
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diglib.eg.org
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| CNR IRIS
2005
Contribution to book
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Generating random points in a tetrahedron
Cignoni P, Rocchini CThis paper proposes a simple and e±cient technique to generate uniformly random points in a tetrahedron. The technique generates random points in a cube, and folds the cube into the barycentric space of the tetrahedron in a way that preserves uniformity.
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2006
Other
Metadata Only Access
Interactive Salon
Cignoni PInteractive Salon: New Technologies for visitors in Cultural Heritage
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2006
Software
Metadata Only Access
QuteMol
Marco Tarini, Paolo CignoniQuteMol is an open source (GPL), interactive, high quality molecular visualization system. QuteMol exploits the current GPU capabilites through OpenGL shaders to offers an array of innovative visual effects. QuteMol visualization techniques are aimed at improving clarity and an easier understanding of the 3D shape and structure of large molecules or complex proteins.
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2006
Software
Metadata Only Access
OctreeMerge2
Cignoni P, Fiorin VIl prodotto software permette di estrarre superfici da un modello volumetrico ottenuto da dati grezzi di scansione 3D (range scan 3D).
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2006
Software
Metadata Only Access
Metro
Cignoni PMetro: strumento per il confronto geometrico di superfici triangolate basato sulla misura di Hausdorff. Il sistema è diventato lo strumento di riferimento, da quasi dieci anni, nell'ambito della comunità scientifica internazionale. Metro, aggiornato regolarmente, è attualmente utilizzato praticamente da tutti i maggiori centri di ricerca nel mondo per valutare in modo oggettivo la differenza tra due superfici triangolate. Più di 350 articoli scientifici ne citano esplicitamente il suo utilizzo. Sorgente e binari sono distribuiti liberamente sotto licenza GPL.
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2016
Conference article
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Harvesting dynamic 3DWorlds from commodity sensor clouds
Boubekeur T, Cignoni P, Eisemann EThe EU FP7 FET-Open project "Harvest4D: Harvesting Dynamic 3D Worlds from Commodity Sensor Clouds" deals with the acquisition, processing, and display of dynamic 3D data. Technological progress is offering us a wide-spread availability of sensing devices that deliver different data streams, which can be easily deployed in the real world and produce streams of sampled data with increased density and easier iteration of the sampling process. These data need to be processed and displayed in a new way. The Harvest4D project proposes a radical change in acquisition and processing technology: instead of a goaldriven acquisition that determines the devices and sensors, its methods let the sensors and resulting available data determine the acquisition process. A variety of challenging problems need to be solved: huge data amounts, different modalities, varying scales, dynamic, noisy and colorful data. This short contribution presents a selection of the many scientific results produced by Harvest4D. We will focus on those results that could bring a major impact to the Cultural Heritage domain, namely facilitating the acquisition of the sampled data or providing advanced visual analysis capabilities.
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diglib.eg.org
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2017
Conference article
Metadata Only Access
Tecnologie 3D per i beni culturali
Cignoni PLe tecnologie digitali 3D stanno trasformando il modo in cui ricercatori, restauratori, curatori lavorano quotidianamente, fornendo nuovi modi per collaborare, documentare scavi e ritrovamenti e restaurare artefatti.
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CNR IRIS
2022
Journal article
Open Access
SkinMixer: blending 3D animated models
Nuvoli S., Pietroni N., Cignoni P., Scateni R., Tarini M.We propose a novel technique to compose new 3D animated models, such as videogame characters, by combining pieces from existing ones. Our method works on production-ready rigged, skinned, and animated 3D models to reassemble new ones. We exploit mix-and-match operations on the skeletons to trigger the automatic creation of a new mesh, linked to the new skeleton by a set of skinning weights and complete with a set of animations. The resulting model preserves the quality of the input meshings (which can be quad-dominant and semi-regular), skinning weights (inducing believable deformation), and animations, featuring coherent movements of the new skeleton. Our method enables content creators to reuse valuable, carefully designed assets by assembling new ready-to-use characters while preserving most of the hand-crafted subtleties of models authored by digital artists. As shown in the accompanying video, it allows for drastically cutting the time needed to obtain the final result.Source: ACM TRANSACTIONS ON GRAPHICS, vol. 41 (issue 6), pp. 1-15
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dl.acm.org
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| ISTI Repository
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2019
Journal article
Open Access
HexaLab.net: an online viewer for hexahedral meshes
Bracci M, Tarini M, Pietroni N, Livesu M, Cignoni PWe introduce HexaLab: a WebGL application for real time visualization, exploration and assessment of hexahedral meshes. HexaLab can be used by simply opening www.hexalab.net. Our visualization tool targets both users and scholars. Practitioners who employ hexmeshes for Finite Element Analysis, can readily check mesh quality and assess its usability for simulation. Researchers involved in mesh generation may use HexaLab to perform a detailed analysis of the mesh structure, isolating weak points and testing new solutions to improve on the state of the art and generate high quality images. To this end, we support a wide variety of visualization and volume inspection tools. Our system offers also immediate access to a repository containing all the publicly available meshes produced with the most recent techniques for hexmesh generation. We believe HexaLab, providing a common tool for visualizing, assessing and distributing results, will push forward the recent strive for replicability in our scientific community.Source: COMPUTER AIDED DESIGN, vol. 110, pp. 24-36
Project(s): CHANGE 
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| www.sciencedirect.com
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2020
Journal article
Open Access
LoopyCuts: practical feature-preserving block decomposition for strongly hex-dominant meshing
Livesu M., Pietroni N., Puppo E., Sheffer A., Cignoni P.We 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 obtainedblocks 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 on70+ models, including CAD objects with features of various complexity, organic and synthetic shapes, and provide extensive comparisons to prior art, demonstrating its superiority.Source: ACM TRANSACTIONS ON GRAPHICS, vol. 39 (issue 4), pp. 1-17
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dl.acm.org
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2020
Journal article
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DHFSlicer: Double Height-Field Slicing for Milling Fixed-Height Materials
Yang J, Araujo C, Vining N, Ferguson Z, Rosales E, Panozzo D, Lefevbre S, Cignoni P, Sheffer A3-axis milling enables cheap and precise fabrication of target objects from precut slabs of materials such as wood or stone. However, the space of directly millable shapes is limited since a 3-axis mill can only carve a height-field (HF) surface during each milling and their size is bounded by the slab dimensions, one of which, the height, is typically significantly smaller than the other two for many typical materials. Extending 3-axis milling of precut slabs to general arbitrarily-sized shapes requires decomposing them into bounded-height 3-axis millable parts, or slices, which can be individually milled and then assembled to form the target object. We present DHFSlicer, a novel decomposition method that satisfies the above constraints and significantly reduces both milling time and material waste compared to alternative approaches. We satisfy the fabrication constraints by partitioning target objects into double height-field (DHF) slices, which can be fabricated using two milling passes: the HF surface accessible from one side is milled first, the slice is then flipped using appropriate fixtures, and then the second, remaining, HF surface is milled. DHFSlicer uses an efficient coarse-to-fine decomposition process: It first partitions the inputs into maximally coarse blocks that satisfy a local DHF criterion with respect to per-block milling axes, and then cuts each block into well-sized DHF slices. It minimizes milling time and material waste by keeping the slice count small, and maximizing slice height. We validate our method by embedding it within an end-to-end DHF milling pipeline and fabricating objects from slabs of foam, wood, and MDF; demonstrate that using the obtained slices reduces milling time and material waste by 42% on average compared to existing automatic alternatives; and highlight the benefits of DHFSlicer via extensive ablation studies.Source: ACM TRANSACTIONS ON GRAPHICS, vol. 39 (issue 6)
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dl.acm.org
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2021
Journal article
Open Access
Texture Defragmentation for Photo-Reconstructed 3D Models
Maggiordomo A, Cignoni P, Tarini MWe propose a method to improve an existing parametrization (UV-map layout) of a textured 3D model, targeted explicitly at alleviating typical defects afflicting models generated with automatic photo-reconstruction tools from real-world objects. This class of 3D data is becoming increasingly important thanks to the growing popularity of reliable, ready-to-use photogrammetry software packages. The resulting textured models are richly detailed, but their underlying parametrization typically falls short of many practical requirements, particularly exhibiting excessive fragmentation and consequent problems. Producing a completely new UV-map, with standard parametrization techniques, and then resampling a new texture image, is often neither practical nor desirable for at least two reasons: first, these models have characteristics (such as inconsistencies, high resolution) that make them unfit for automatic or manual parametrization; second, the required resampling leads to unnecessary signal degradation because this process is unaware of the original texel densities. In contrast, our method improves the existing UV-map instead of replacing it, balancing the reduction of the map fragmentation with signal degradation due to resampling, while also avoiding oversampling of the original signal. The proposed approach is fully automatic and extensively tested on a large benchmark of photo-reconstructed models; quantitative evaluation evidences a drastic and consistent improvement of the mappingsSource: COMPUTER GRAPHICS FORUM (ONLINE), vol. 40 (issue 2), pp. 65-78
Project(s): ARIADNEplus 
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diglib.eg.org
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| ISTI Repository
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2023
Journal article
Open Access
Texture inpainting for photogrammetric models
Maggiordomo A, Cignoni P, Tarini MWe devise a technique designed to remove the texturing artefacts that are typical of 3D models representing real-world objects, acquired by photogrammetric techniques. Our technique leverages the recent advancements in inpainting of natural colour images, adapting them to the specific context. A neural network, modified and trained for our purposes, replaces the texture areas containing the defects, substituting them with new plausible patches of texels, reconstructed from the surrounding surface texture. We train and apply the network model on locally reparametrized texture patches, so to provide an input that simplifies the learning process, because it avoids any texture seams, unused texture areas, background, depth jumps and so on. We automatically extract appropriate training data from real-world datasets. We show two applications of the resulting method: one, as a fully automatic tool, addressing all problems that can be detected by analysing the UV-map of the input model; and another, as an interactive semi-automatic tool, presented to the user as a 3D 'fixing' brush that has the effect of removing artefacts from any zone the users paints on. We demonstrate our method on a variety of real-world inputs and provide a reference usable implementation.Source: COMPUTER GRAPHICS FORUM (PRINT)
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