Zobrazeno 1 - 10
of 63
pro vyhledávání: '"Fabio Pellacini"'
Publikováno v:
Computer Graphics Forum. 41:161-168
We 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.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c84c8bfe39ee7f91ae3347146c0c6171
https://hdl.handle.net/11380/1299580
https://hdl.handle.net/11380/1299580
We present a practical framework to port Bzier curves to surfaces. We support the interactive drawing and editing of Bzier splines on manifold meshes with millions of triangles, by relying on just repeated manifold averages. We show that direct exten
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d6a1c368439ab6c7a2e31ce1e0057f4b
https://hdl.handle.net/11380/1299589
https://hdl.handle.net/11380/1299589
Autor:
Laura Maye, Dario Meggiorini, Fabio Pellacini, Giovanna Varni, Maria De Marsico, Ilaria Mariani, Maurizio Mancini, Davide Gadia, David Murphy, Patrick O'Toole, Laura Anna Ripamonti
Publikováno v:
CHItaly
This paper shortly summarizes the research lines underlining the joint workshop held at CHItaly 2021 with title “Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR)”, and sketched the expec
Many real-world hand-crafted objects are decorated with elements that are packed onto the object's surface and deformed to cover it as much as possible. Examples are artisanal ceramics and metal jewelry. Inspired by these objects, we present a method
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::bc55a582e5621899696b414281f936c2
http://arxiv.org/abs/2102.01029
http://arxiv.org/abs/2102.01029
Autor:
Sergiu Jacota, Andrea Giachetti, Serhiy Krayevskyy, Ariel Caputo, Marco Pesavento, Fabio Pellacini
Publikováno v:
ETFA
One of the most challenging aspects of the implementation of Virtual/Mixed reality training systems is the effective simulation of real-world manipulation of the physical devices included in control interfaces like buttons, sliders, levers, knobs, et
Autor:
Federico Ponchio, Filippo Andrea Fanni, Fabio Pellacini, Andrea Giachetti, Tinsae Gebrechristos Dulecha
Publikováno v:
The visual computer (2020): 2161–2174. doi:10.1007/s00371-020-01910-9
info:cnr-pdr/source/autori:Dulecha T. G.; Fanni F. A.; Ponchio F.; Pellacini F.; Giachetti A./titolo:Neural reflectance transformation imaging/doi:10.1007%2Fs00371-020-01910-9/rivista:The visual computer/anno:2020/pagina_da:2161/pagina_a:2174/intervallo_pagine:2161–2174/volume
info:cnr-pdr/source/autori:Dulecha T. G.; Fanni F. A.; Ponchio F.; Pellacini F.; Giachetti A./titolo:Neural reflectance transformation imaging/doi:10.1007%2Fs00371-020-01910-9/rivista:The visual computer/anno:2020/pagina_da:2161/pagina_a:2174/intervallo_pagine:2161–2174/volume
Reflectance transformation imaging (RTI) is a computational photography technique widely used in the cultural heritage and material science domains to characterize relieved surfaces. It basically consists of capturing multiple images from a fixed vie
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::96c06791d9d07704021f9f5a96d2f712
http://hdl.handle.net/11573/1479208
http://hdl.handle.net/11573/1479208
Publikováno v:
IEEE Computer Graphics and Applications. 38:71-83
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing objects, assignin
Publikováno v:
Lecture Notes in Computer Science ISBN: 9783030306441
ICIAP (2)
ICIAP (2)
Capturing the essence of a textile image in a robust way is important to retrieve it in a large repository, especially if it has been acquired in the wild (by taking a photo of the textile of interest). In this paper we show that a texel-based repres
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::303e4bcaa51ee1cf4d261da90d08a61e
https://hdl.handle.net/11380/1299559
https://hdl.handle.net/11380/1299559