<projects>

<project>
<reference>290277</reference>
<acronym>DIVA</acronym>
<title>Data Intensive Visualization and Analysis</title>
<start-date>Exp. Fall 2011</start-date>
<duration>48 months</duration>
<status>Execution</status>
<funding>Euro 793,577.39</funding>
<funder>EU Seventh Framework Program</funder>
<url></url>
<thumbnail>th_diva.jpg</thumbnail>
<abstract>
This project is aimed at training the next generation of visualization and analysis experts who will be equipped with the necessary skills to cope with the major challenges for visual presentation and understanding in data intensive application environments. The people in this program are generally early-stage European scientific researchers who in the future will lead the development of novel Data Intensive Visualization and Analysis (DIVA) methodologies in data-driven science and technology application domains. The program of DIVA is based on integrating training and research projects across different aspects of visualization and interactive analysis, with an application oriented collaboration.

Visualization and interactive analysis, in a larger context includes a variety of research aspects from data acquisition to knowledge discovery. In this training program we want to focus on the core pipeline of visualization from data to visual interaction and understanding. Covered by the activities of the consortium partners, this includes the principal topics such as: data processing, feature extraction, compression, multiscale modeling, interactive rendering, display systems, interaction, visual perception and cognition. Through collaboration and interaction between the partners as well as dedicated teaching and coaching, the trained visualization experts will gain a comprehensive view of visualization in science and technology.

CRS4 co-leads the project with University of Zurich and performs research in the areas of data processing, output-sensitive techniques for interactive rendering, parallel rendering, light-field displays, tele-immersion, and digital mock-ups.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>University of Zurich</name><country>Switzerland</country></coordinator>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>University of Rostock</name><country>Germany</country></contractor>
<contractor><name>Chalmers University of Technology</name><country>Sweden</country></contractor>
<contractor><name>Diginext</name><country>France</country></contractor>
<contractor><name>Holografika</name><country>Hungary</country></contractor>
<contractor><name>Eyescale (associated)</name><country>Switzerland</country></contractor>
<contractor><name>Gexcel (associated)</name><country>Italy</country></contractor>
<contractor><name>Blom CGR (associated)</name><country>Italy</country></contractor>
<contractor><name>CEREN (associated)</name><country>France</country></contractor>
<contractor><name>Fraunhofer IGD (associated)</name><country>Germany</country></contractor>
<contractor><name>Airbus (associated)</name><country>France</country></contractor>
<contractor><name>NVIDIA (associated)</name><country>Germany</country></contractor>
<contractor><name>AMD (associated)</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Marcos Balsa Rodriguez, Fabio Bettio, Fabio Marton, Marco Agus, and Jose Antonio Iglesias Guitian</people>
</project>

<project>
<reference>242341</reference>
<acronym>INDIGO</acronym>
<title>Innovative Training and Decision Support for Emergency Operations</title>
<start-date>2010-05-03</start-date>
<duration>36 months</duration>
<status>Execution</status>
<funding>Euro 281,541</funding>
<funder>EU Seventh Framework Program</funder>
<url></url>
<thumbnail>th_indigo.jpg</thumbnail>
<abstract>
The INDIGO project aims to research, develop and validate an
innovative system integrating the latest advances in Virtual Reality
and Simulation in order to homogenise and enhance both the operational
preparedness and the management of an actual complex crisis. INDIGO
will enable: (a) the 3D interactive and realistic visualisation of the
complete crisis environment, including data coming from the field,
simulation results, and building interiors; (b) the creation and
simulation of different evolving scenarios for planning, training, and
anticipating future states and impending developments during
operations, and analyse events after the crisis; (c) the simultaneous
training of decision makers, crisis managers as well as first
responders that will be influenced by the simulated scenario and that
will reciprocally influence its evolution; (d) the involvement of
multiple participants, thanks to its distributed architecture, while
offering a unique pictorial way of sharing and communicating complex
knowledge across organisation boundaries.  In addition, INDIGO will
propose a European emergency symbology reference for 2D/3D maps. This
will fill an important gap by offering a common visual reference that
can be used across Europe to facilitate the immediate understanding of
the situation, thus improving decision making across organisational
boundaries. The definition of the functional specifications of the
system will be driven by the analysis of the needs of real end-users
participating in the project as partners or involved in the User
Group. These organisations will test and validate the outcomes of the
project with real-world scenarios. By the end of the project a
packaged system integrating all the proposed technologies will have
been developed and provided to them under two versions for purpose of
validation and refinement of needs and specifications.

CRS4, together with ISTI-CNR, will concentrate on extending such a
framework with the possibility of handling two particularly important
data types: extremely massive point clouds, and geo-referenced
(three-dimensionalized) photographs. These two particular datatypes
are of particular importance to the security domain, since they can be
acquired very rapidly and provide both measurable and visually
recognizable description of a site. On the server side, the focus will
be on the efficient handling of extremely massive data, on the
incorporation of raw data (e.g., from LIDAR acquisitions), and on the
efficient compressed streaming. Moreover, a combined (hybrid) solution
using both 3D points and images will be researched.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>DIGINEXT</name><country>France</country></coordinator>
<contractor><name>CNR</name><country>Italy</country></contractor>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>Immersion SAS</name><country>France</country></contractor>
<contractor><name>European Committee for Standardization</name><country>Belgium</country></contractor>
<contractor><name>CrisisPlan</name><country>The Netherlands</country></contractor>
<contractor><name>Swedish National Defense College</name><country>Sweden</country></contractor>
<contractor><name>Entente pour la foret mediterraneenne</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Marco Agus, Ruggero Pintus, Jose Antonio Iglesias Guitian, and Giovanni Pintore</people>
</project>


<project>
<reference>967735</reference>
<acronym>SBLGSM-IRAD</acronym>
<title>Small-body Low-Gravity Surface Mobility</title>
<start-date>2010-04-01</start-date>
<duration>6 months</duration>
<status>Completed</status>
<funding>$53,000</funding>
<funder>Johns Hopkins University</funder>
<url></url>
<thumbnail>th_sblgsm.jpg</thumbnail>
<abstract>
The project aims at improving CRS4 Batched Multi-Triangulation
technology to integrate it into a space robotics simulation software
environment. The goal is to support fast, realistic real-time
rendering of asteroid datasets, as well as collision detection
between the asteroid and custom vehicles/robots.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>Johns Hopkins University Applied Physics Lab</name><country>USA</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, and Giovanni Pintore</people>
</project>


<project>
<reference>950916</reference>
<acronym>SPSRD-IRAD</acronym>
<title>Accurate and realistic portrayal of planetary terrain data at 
interactive update rates to support simulation for planetary surface robotics 
development</title>
<start-date>2009-01-01</start-date>
<duration>6 months</duration>
<status>Completed</status>
<funding>$53,000</funding>
<funder>Johns Hopkins University</funder>
<url></url>
<thumbnail>th_spsrd_irad.jpg</thumbnail>
<abstract>
The project aims at modifying CRS4 implementation of the
Batched Dynamic Adaptive Meshes (BDAM) rendering algorithms
to integrate it into a space robotics simulation software
environment used for planetary surface robotics development.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>Johns Hopkins University Applied Physics Lab</name><country>USA</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, and Giovanni Pintore</people>
</project>

<project>
<reference>Research contract</reference>
<acronym>GEXCEL-MPCMV</acronym>
<title>Massive Point Cloud Management and Visualization</title>
<start-date>2011-03-21</start-date>
<duration>12 months</duration>
<status>Execution</status>
<funding>Euro 85,000</funding>
<funder>Gexcel</funder>
<url></url>
<thumbnail>th_gexcel_mpcmv.jpg</thumbnail>
<abstract>
The project aims at developing specialized techniques for streaming,
rendering, and color-mapping massive point clouds.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Fabio Bettio</people>
</project>

<project>
<reference>D. Lgs. 82/05</reference>
<acronym>RATMAN-RER3D</acronym>
<title>Rapidly Adaptive Terrain Models Available on the Net: Reuse</title>
<start-date>2010-10-05</start-date>
<duration>12 months</duration>
<status>Execution</status>
<funding>Euro 125,000</funding>
<funder>SardegnaIT</funder>
<url></url>
<thumbnail>th_csr-vic-terrain3d.jpg</thumbnail>
<abstract>
The project aims at extending CRS4 framework for
real-time terrain streaming and rendering. The system
is at the core of the regional geoviewing framework and, 
in the context of this project, will be transfered to the
region of Emilia-Romagna.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso><a href="http://www.sardegna3d.it/">http://www.sardegna3d.it/</a></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Fabio Bettio, Giovanni Pintore</people>
</project>

<project>
<reference>ICT-231199-V-CITY</reference>
<acronym>V-CITY</acronym>
<title>The Virtual City</title>
<start-date>2008-12-01</start-date>
<duration>36 months</duration>
<status>Execution</status>
<funding>Euro 300,982</funding>
<funder>EU Seventh Framework Program</funder>
<url></url>
<thumbnail>th_v_city.jpg</thumbnail>
<abstract>
3D geoinformatics has entered the digital age, hesitantly in some
areas, and rampantly in others. Google Earth and Microsoft Virtual
Earth are household names. Although limited to landscapes and few
buildings envelopes, their massive digital geographic libraries are
today the playground of millions of people and the generator of new
forms of content and applications with tremendous impact
perspectives. However, these pale in comparison to those that will be
made possible as soon as urban digital libraries will be fully
available and exploitable.  The focus of the project on urban
environments is not only made possible by the latest technological
advances of the consortium, but also highly justified. Urban
environments represent one of the most important and valuable cultural
heritage as acknowledged by the UNESCO.  Therefore, the V-City project
aims to research, develop and validate an innovative system
integrating the latest advances in Computer Vision, 3D Modelling and
Virtual Reality for the rapid and cost-effective reconstruction,
visualisation and exploitation of complete, large-scale and
interactive urban environments. This system will enable historians,
architects or archaeologists to reconstruct from existing data, study,
understand, preserve or document urban environments using an
innovative interactive 3D user interface.  CRS4 is the organization
responsible for the visualization of massive urban models.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CS</name><country>France</country></coordinator>
<contractor><name>CGR</name><country>Italy</country></contractor>
<contractor><name>CNR</name><country>Italy</country></contractor>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>Procedural</name><country>Switzerland</country></contractor>
<contractor><name>KU Leuwen</name><country>Belgium</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Marco Agus, and Giovanni Pintore</people>
</project>


<project>
<reference>POR Sardegna 2000-2006 Misura 3.13</reference>
<acronym>DISTRICT-LAB3D</acronym>
<title>Acquisition, Distribution, and Visualization of Complex 3D Models Laboratory</title>
<start-date>2008-01-01</start-date>
<duration>24+36 months</duration>
<status>Execution</status>
<funding>1,340,000</funding>
<funder>Regione Sardegna</funder>
<url></url>
<thumbnail>th_district_lab3d.jpg</thumbnail>
<abstract>
The projects aims at setting up a laboratory for supporting innovation 
and technology transfer through demonstration and tutorial activities, as
well as through the development of research prototypes. The main focus is 
3D acquisitions with laser scanners, storage and distribution of massive
3D models, editing, visualization and 3D printing of such models. 
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>Sardegna Ricerche</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Bettio, Antonio Zorcolo, and Ruggero Pintus</people>
</project>

<project>
<reference>MRTN-CT-2006-035763</reference>
<acronym>3DANATOMICALHUMAN</acronym>
<title>3D Anatomical Functional Models for the Human Musculoskeletal System</title>
<start-date>2006-10-01</start-date>
<duration>48 months</duration>
<status>Completed</status>
<funding>Euro 287,984.29</funding>
<funder>EU Marie Curie Program</funder>
<url></url>
<thumbnail>th_3danatomicalhuman.jpg</thumbnail>
<abstract>
The objective of this research and training network is to increase the
development of technologies and knowledge around virtual representations
of human body for interactive medical applications. The network has
a specific goal: developing realistic functional 3D models
for the human musculoskeletal system, the methodology being
demonstrated on the lower limb. CRS4 contributes to the
network in the areas of biological soft tissue modeling, 
visualization, and user interaction.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>University of Geneva</name><country>Switzerland</country></coordinator>
<contractor><name>Istituti Ortopedici Rizzoli</name><country>Italy</country></contractor>
<contractor><name>University COllege London</name><country>UK</country></contractor>
<contractor><name>INRIA</name><country>France</country></contractor>
<contractor><name>Vrije Universiteit Brussel</name><country>Belgium</country></contractor>
<contractor><name>Aalborg University</name><country>Denmark</country></contractor>
<contractor><name>EPFL</name><country>Switzerland</country></contractor>
<contractor><name>Primal Pictures</name><country>UK</country></contractor>
<contractor><name>CRS4</name><country>Italy</country></contractor>
</consortium>
<people>Enrico Gobbetti, Marco Agus, and Jose Antonio Iglesias Guitian</people>
</project>

<project>
<reference>Contenuti Digitali - D.Lgs. 163/06 2b - L.R. 5/07 1a</reference>
<acronym>RATMAN-SIT1</acronym>
<title>Rapidly Adaptive Terrain Models Available on the Net: Framework Extensions</title>
<start-date>2008-12-01</start-date>
<duration>2 months</duration>
<status>Completed</status>
<funding>Euro 65,000</funding>
<funder>SardegnaIT</funder>
<url></url>
<thumbnail>th_csr-vic-terrain3d.jpg</thumbnail>
<abstract>
The project aims at extending CRS4 framework for
real-time terrain streaming and rendering. The system
is at the core of the regional geoviewing framework.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso><a href="http://www.sardegna3d.it/">http://www.sardegna3d.it/</a></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Fabio Bettio, Giovanni Pintore</people>
</project>

<project>
<reference>CYBERSAR</reference>
<acronym>CYBERSAR</acronym>
<title>Cyberinfrastructure for technological and scientific research in Sardinia</title>
<start-date>2006-01-01</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding>Euro 2,100,000</funding>
<funder>Italian Ministry of Instruction, University, and Research</funder>
<url></url>
<thumbnail>th_cybersar.jpg</thumbnail>
<abstract>
The project aims at setting up an advanced cyberinfrastructure based on
dedicated optical networks to support collaborative research application.
The aim of Cybersar computational infrastructure is to support innovative 
computational applications by using leading edge hardware and technological 
solutions and to provide an experimental platform for research on the 
enabling technologies that will power next generation cyberinfrastructures.
In particular, in the Visual Computing Group, we study techniques for 
processing and rendering very large scale 3D datasets on innovative 
large scale displays.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>COSMOLAB Consortium</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Marco Agus, Fabio Bettio, Giovanni Pintore</people>
</project>

<project>
<reference>11357</reference>
<acronym>BOEING777</acronym>
<title>Real-time Display of very large 3D Commercial Airplanes Models</title>
<start-date>2004-05-01</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding></funding>
<funder>CRS4/Boeing Agreement</funder>
<url></url>
<thumbnail>th_boeing.jpg</thumbnail>
<abstract>CRS4 and Boeing established a Memorandum of Agreement (MOA) and Proprietary Information Agreement (PIA) pertaining to the real-time display of very large 3D commercial airplane models, for 3 years from May 1, 2004 - April 30, 2007. Under this agreement, CRS4 has access to full 777 CAD data for research purposes. The research goal is the development of multiresolution techniques for displaying such data in real-time on commodity graphics platforms.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<contractor><name>CRS4</name><country>Italy</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton</people>
</project>

<project>
<reference>IST-FP6-510166</reference>
<acronym>COHERENT</acronym>
<title>Collaborative Holographic Environments for Networked Tasks</title>
<start-date>2004-01-01</start-date>
<duration>39 months</duration>
<status>Completed</status>
<funding>Euro 471,880</funding>
<funder>EU Sixth Framework Program</funder>
<url></url>
<thumbnail>th_coherent.jpg</thumbnail>
<abstract>Advances in networked audiovisual communication facilitate the emergence of computer-supported collaborative work (CSCW). In the COHERENT project, six leading European organisations provide complementary competencies to create a new networked holographic audio-visual platform to support real-time collaborative 3D interaction between geographically distributed teams. The display component will be based on innovative holographic techniques that can present, at natural human interaction scale, realistic animated 3D images to an unlimited number of freely moving simultaneous viewers. The design of the basic networked audiovisual components will be driven by two innovative demanding applications - a collaborative medical visualisation system and a collaborative design review system for the automotive industry - that will constitute by themselves an advancement of the state of the art in their specific domains. Both applications will provide intuitive access and interaction with shared 3D models through a sensory rich 3D user interface based on non-intrusive wireless interaction devices and offering 3D audio cues. Research will strongly concentrate on enabling technology for intuitive multi user access and interaction with complex 3D signals and objects. This project proposes to build a working high-resolution display in the one metre size range that, thanks to its human scale work area, will be ideally suited for multi-user collaborative working in true 3D. The challenge of providing the large visualisation data flow needed to drive such a device will be met using a cost-effective parallel solution based on commercial-off-the-shelf graphics and computing technology. Using GEANT, the pan-European Gigabit Research Network, the project will conduct distributed testing and validation of the system concepts for the two representative application scenarios. The research will be conducted in a 30-month schedule, to guarantee evaluation and demonstration of tangible results.
</abstract>
<objectives>Rapidly evolving advances in networked audiovisual communication technology are facilitating the emergence of computer-supported collaborative work (CSCW) systems. These systems are striving to seamlessly support collaboration between geographically distant teams for the purpose of achieving higher levels of participation, productivity, and creativity. They therefore address a major societal and economic challenge. Since visualisation is one of the most natural and intuitive ways to exchange information between humans, it has become the principal medium used in co-operative and multi-user situations. At the present time, however, state of the art collaborative real-time audiovisual systems typically rely on essentially 2D environments (traditional flat screens) to share information. For many professional applications, however, the main goal is to share the physical 3D object of common interest. These applications typically include clinical discussions among teams of medical specialists, multi-disciplinary scientific debate, design reviews between OEM's and suppliers using computer aided design (CAD), where the objects may be anatomical, molecular and product models respectively. Since these are almost exclusively very complex 3D objects, providing collaborative environments able to process, transmit and display 3D data in ways that match human perceptual abilities is therefore of primary importance and would represent a significant technology breakthrough. However, at present the only computer displays able to provide all the depth cues processed by the human brain to reconstruct a three-dimensional scene are unfortunately limited to single user configurations. Quite ironically, these limitations have led to networked solutions that facilitate remote collaboration only at the expense of the isolation of each participant from their local physical environment. In the COHERENT project, six leading European organisations in their respective fields provide complementary competencies to create a new networked holographic audio-visual platform striving to seamlessly support real-time collaborative 3D interaction between geographically distributed teams. The display component will be based on innovative holographic techniques that can present, at natural human interaction scale, realistic animated 3D images to an unlimited number of freely moving simultaneous viewers. The design of the basic networked audiovisual components will be driven by two innovative demanding applications - a collaborative medical visualisation system and a collaborative design review system for the automotive industry - that will constitute by themselves an advancement of the state of the art in their specific domains. Both applications will provide intuitive access and interaction with shared 3D models through a sensory rich 3D user interface based on non-intrusive wireless interaction and offering 3D audio cues. Research will strongly concentrate on enabling technology for intuitive multi user access and interaction with complex 3D signals and objects. The technical feasibility of the proposed holographic display solution has been recently demonstrated with the development of a "small scale" proof-of-concept, using white light based, 24 bit true colour, holographic 3D display. This project proposes to build on this earlier success to produce a working high-resolution display in the one metre size range that, thanks to its human scale work area, will be ideally suited for multi-user collaborative working in true 3D. The challenge of providing the large visualisation data flow needed to drive such a device will be met using a cost-effective parallel solution based on commercial-off-the-shelf graphics and computing technology. The driving applications have been chosen in two important sectors where collaborative 3D technology and networked audiovisual communication have a clear potential impact and provide a sizeable market for the future exploitation of the project results. Moreover, the need for distant teams to work together for a collaborative goal is becoming increasingly common in many industrial and social situations. Therefore, the best practice and methods opened-up by this project will have implications in other application domains. In particular, they will concern high potential, industry-driven domains such as next generation 3D-TV, electronic cinema, virtual and tele-presence and future mixed-reality-based communication services. The consortium has centred the project workplan around continuous and detailed end-user involvement in the research, development, evaluation, and validation activities. The end-users will also play an instrumental role in reaching their larger community as part of the dissemination and exploitation strategy. The research will be conducted against an ambitious, but achievable, 30-month schedule, to guarantee early delivery, evaluation, and demonstration of tangible results.
</objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>Holografika</name><country>Hungary</country></coordinator>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>C-S</name><country>France</country></contractor>
<contractor><name>University of Bonn</name><country>Germany</country></contractor>
<contractor><name>Istituto Superiore di Sanita</name><country>Italy</country></contractor>
<contractor><name>PSA Peugeot Citroen</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Marco Agus, Fabio Bettio, Giovanni Pintore</people>
</project>

<project>
<reference>SEC4-PR-011500</reference>
<acronym>CRIMSON</acronym>
<title>The Crisis Simulation System</title>
<start-date>2004-12-01</start-date>
<duration>24 months</duration>
<status>Completed</status>
<funding>Euro 197,142</funding>
<funder>EU Sixth Framework Program</funder>
<url></url>
<thumbnail>th_crimson.jpg</thumbnail>
<abstract>The CRIMSON project aims to research, develop and validate an innovative system using the Virtual Reality technologies for the inter-organisational preparation, rehearsal and management of security missions in response to urban crisis. The proposed system will enable the involvement of multiple participants from various operational agencies such as fire brigades, policemen, medical teams, military troops, and even the general public. It will allow the 3D simulation and evaluation of complex crisis and contingency scenarios that would be difficult to simulate and validate in real conditions. This system will offer a unique tool for creating, communicating and sharing complex knowledge between users with very different educational or cultural background. It will dramatically enhance the planning and management of crisis, the preparation of crisis management tasks, and, at the same time, it will provide a captivating tool for the collaborative training of the security actors and the information of citizens.

CRS4 contribution to this project focuses on time-critical rendering of large urban scenery.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>C-S</name><country>France</country></coordinator>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>ISTI-CNR</name><country>Italy</country></contractor>
<contractor><name>Immersion</name><country>France</country></contractor>
<contractor><name>Mathematiques Appliquees SA</name><country>France</country></contractor>
<contractor><name>Leiden University</name><country>The Netherlands</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton</people>
</project>

<project>
<reference>CSR</reference>
<acronym>CSR-VIC-TERRAIN3D</acronym>
<title>Rapidly Adaptive Terrain Models Available on the Net</title>
<start-date>2006-03-27</start-date>
<duration>7 months</duration>
<status>Completed</status>
<funding>Euro 158,000</funding>
<funder>Sardinian Regional Authorities</funder>
<url></url>
<thumbnail>th_csr-vic-terrain3d.jpg</thumbnail>
<abstract>
The project aims at creating a version of CRS4 real-time
terrain renderer able to asynchronously access terrain
information from remote servers. The library will be
used as a rendering engine in a networked viewer 
integrated with the regional GIS.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Fabio Bettio, Giovanni Pintore</people>
</project>

<project>
<reference>DIES2</reference>
<acronym>EYESIM</acronym>
<title>Cataract Surgery Simulator</title>
<start-date>2005-01-01</start-date>
<duration>9+6 months</duration>
<status>Completed</status>
<funding>Euro 200,000</funding>
<funder>DIES Group</funder>
<url></url>
<thumbnail>th_eyesim.jpg</thumbnail>
<abstract>
The word cataract is used to describe a natural eye lens that has
turned cloudy. Cataracts are not a disease, but rather a condition
affecting the eye, which causes gradual impairment of
vision. The development of cataracts is a normal part of the
aging process, but they can result from a number of other
reasons. If left untreated, cataracts can cause needless blindness.
The more efficient solution for restoring vision consists
of extracting the cataract and substituting it with an intraocular
lens, or IOL. Modern advances in micro-surgical
techniques permit cataracts to be removed safely and are
very successful in restoring vision. Nowadays, they are probably
the most frequently performed surgery in the world.
Considering the diffusion and the complexity of the specialty,
training is considered very important. In this context,
the usage of Virtual Reality based training systems would
greatly help in improving the learning curves and the quality
of apprenticeship. 
In this project, we study and develop specialized physically-based 
simulations of the capsulorhexis and phacoemulsication tasks, as well 
as simple geometric simulations of corneal incision. Our combined
simulator runs on a multiprocessing PC platform and provides
realistic visual feedback with real-time interaction.
The simulator is used in the industry as a component of 
ophtalmology training applications.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Marco Agus, Antonio Zorcolo, Giovanni Pintore</people>
</project>

<project>
<reference>DIES1</reference>
<acronym>VS</acronym>
<title>Vascular Simulator</title>
<start-date>2005-01-01</start-date>
<duration>3 months</duration>
<status>Completed</status>
<funding>Euro 30,000</funding>
<funder>DIES Group</funder>
<url></url>
<thumbnail>th_dies1.jpg</thumbnail>
<abstract>Development of a real-time simulator of contrast agent transport in human vessels for virtual interventional cardiology.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Marco Agus</people>
</project>

<project>
<reference>IST-1999-12175</reference>
<acronym>IERAPSI</acronym>
<title>An Integrated Environment for Rehearsal And Planning of Surgical Interventions</title>
<start-date>2000-01-01</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding>Euro 503,606</funding>
<funder>EU Fifth Framework Program</funder>
<url></url>
<thumbnail>th_ierapsi.jpg</thumbnail>
<abstract>
IERAPSI provides a novel approach to computerised image-guided
surgical planning. The project aims at providing an environment for
visualising and interacting with the anatomy and pathology
demonstrated by advanced imaging methods and VR techniques. At the
same time IERAPSI will allow rehearsal of procedures on an individual
patient and the development of training systems based on individual
patient's variations in anatomy and pathology. 
</abstract>
<objectives>
Today, planning of surgical procedures makes poor use of imaging
data. In most cases surgeons simply study medical images from MRI, CT,
etc. prior to surgery and construct an internal 3D model of anatomy in
each individual case. Previous knowledge of normal anatomy is
essential. Further the ability to rehearse the surgical procedure
using patient specific data is extremely rare. IERAPSI will provide an
interactive computerised environment for the planning and rehearsal of
surgical procedures in individual patients. The most important goal is
to contribute to the European Community's social objectives by
improving the provision of health and life through the introduction of
modern science technology into healthcare. Specifically, IERAPSI will
provide: Image review and analysis tools to allow the surgical review
of CT, MRI and angiographic examinations in an interactive 2D and 3D
manner; an integrated suite of image segmentation and visualisation
tools intended to allow rapid and accurate identification of
individual structure based on their imaging characteristics; a
physics based surgical simulation system with visual and haptic
feedback for training surgeons to perform operations on individual
patient data.  To meet the project objectives IERAPSI will address
surgery of the petrous bone - a common surgical site with complex
anatomy. It requires a range of surgical procedures with escalating
levels of complexity.     
CRS4 is the partner responsible for the study and development of 
the surgical simulation platform.
</objectives>
<workplan></workplan>
<achievements>
The project has produced the following tangible results:
a <i>physically motivated burr-bone interaction model</i>, 
loosely based on Hertz contact theory, that includes haptic 
forces evaluation, the bone erosion process and the 
resulting debris; <i>adaptive techniques for real-time haptic and
visual simulation of bone dissection</i>, 
that exploit a multiresolution 
representation of the bone characteristic function to 
adaptively trade simulation quality with speed; 
a <i>dynamic direct volume rendering technique</i> based on
OpenGL register combiners that is able to render
shaded representations of dynamically changing
rectilinear scalar volume in parallel to 
simulation threads;
a <i>running prototype of the bone dissection simulator</i>.
The system is based on patient-specific volumetric 
object models derived from 3D CT and MR imaging data. 
Real-time feedback is provided to the trainees via direct 
volume rendering and haptic feedback. The performance 
constraints dictated by the human perceptual system 
are met by exploiting parallelism via a decoupled 
simulation approach on a multi-processor PC platform.
The end-user evaluation of the simulator was based on 
three groups of users characterized as: experts (Senior ENT Surgeons); 
with theoretical knowledge (residents); 
no previous experience. Complete session traces were acquired 
during the training sessions and have been 
later analyzed and compared.
The system demonstrated realistic haptic and visual rendering, 
and the ability of simulating complete mastoidectomy procedures.
</achievements>
<seealso>
<ul>
<li><a href="http://aquatics.crs4.it/ipps" target="_new">Biomedical Applications Group</a></li>
</ul>
</seealso>
<consortium>
<coordinator><name>The Victoria University of Manchester</name><country>United Kingdom</country></coordinator>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>Dresden University of Technology</name><country>Germany</country></contractor>
<contractor><name>Institute of Laryngology and Otology, University College London</name><country>United Kingdom</country></contractor>
<contractor><name>Virtual Presence Ltd.</name><country>United Kingdom</country></contractor>
<contractor><name>Genias Benelux</name><country>The Netherlands</country></contractor>
<contractor><name>CS SI</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Marco Agus, Antonio Zorcolo, Fabio Bettio</people>
</project>


<project>
<reference>IST-1999-13365</reference>
<acronym>DIVERCITY</acronym>
<title>Distributed Virtual Workspace for Enhancing Communication within the Construction Industry</title>
<start-date>2000-01-01</start-date>
<duration>30 months</duration>
<status>Completed</status>
<funding>Euro 126,886</funding>
<funder>EU Fifth Framework Program</funder>
<url></url>
<thumbnail>th_divercity.jpg</thumbnail>
<abstract>
The project primarily addresses Workplace Design by developing, integrating and evaluating innovative workplace technologies for creating innovative and new workplace environments in the building industry sector. It aims to improve the process of building design and construction by enabling the user groups to operate both more efficiently and with better interaction.
</abstract>
<objectives>
The project addresses the three key building construction phases:
Client-Briefing, which requires detailed interaction with the client;
Design Review, which requires detailed input from multidisciplinary
teams of architects, engineers, and designers; and Construction, whose
function is to fabricate and/or refurbish the building/s.  The
objective is to produce a prototype virtual workspace that will enable
the three key phases to be visualised and manipulated, thus enabling
better design and planning through greater interaction between all
stakeholders. This will result in improved productivity and design;
lower building costs with reduced waste, and improved safety both in
the final building and also the construction process. The key
milestones are the development of three modules for construction
workspaces and their integration into the prototype system. 
 CRS4 is the partner in charge of the development of 
multiresolution components for handling large tessellated models.
</objectives>
<workplan></workplan>
<achievements>
Finite element methods have established themselves in the
industry as one of the methods of choice for simulating global
illumination, mainly because their results are well suited for 
inspection in virtual reality simulators. Unfortunately, the method is not well
suited to scenes containing highly tessellated objects, because
both of memory and time complexity constraints.  The objective of
this work has been to remove this limitation, by employing
multiresolution modeling techniques. Our work led to the following results:     
definition of <i>algorithms and data structures for multiresolution
handling of large tessellated models</i>: the data structure is based
on a face cluster hierarchy, and the algorithms deal with
creation of multiresolution models from triangle meshes,
multiresolution answers to geometric queries,
and integration within the framework of a finite element
vector radiosity solver (irradiance gathering, irradiance and 
radiosity push-pull); creation of a
<i>multi-platform software library</i>, that supports face-clustering and
vector radiosity. The library has been implemented in C++ and
runs on Linux, SGI IRIX, and Win32 platforms;
definition of a <i>higher order extension of the face cluster
radiosity technique</i>. The proposed technique combines face
clustering, multiresolution visibility, vector radiosity, and
higher order bases with a modified progressive shooting iteration
to rapidly produce visually continuous solutions with limited
memory requirements; definition of a
<i>technique for quickly rendering view-dependent vector radiosity 
solutions</i> using OpenGL vertex programs.
Using our method, visually compelling global illumination solutions 
for non-diffuser scenes of over one million input polygons can be 
computed in minutes 
and examined interactively on common graphics personal computers. 
</achievements>
<seealso></seealso>
<consortium>
<contractor><name>Technical Research Centre of Finland</name><country>Finland</country></contractor>
<contractor><name>Centre Scientifique et Technique du Batiment</name><country>France</country></contractor>
<coordinator><name>University of Salford</name><country>United Kingdom</country></coordinator>
<contractor><name>Equator Helsinki Oy</name><country>Finland</country></contractor>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>Spie Tondella</name><country>France</country></contractor>
<contractor><name>CS SI</name><country>France</country></contractor>
<contractor><name>Aalborg University</name><country>Denmark</country></contractor>
</consortium>
<people>Enrico Gobbetti, Leonardo Spano</people>
</project>


<project>
<reference>IST-2000-28095</reference>
<acronym>VPLANET</acronym>
<title>The Virtual Planet</title>
<start-date>2001-09-01</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding>Euro 469,714</funding>
<funder>EU Fifth Framework Program</funder>
<url></url>
<thumbnail>th_vplanet.jpg</thumbnail>
<abstract>
The Virtual Planet project aims at developing tools that will enable real-time 3D
exploration of large scale phototextured terrain datasets acquired with
new generation remote sensing technology. 
</abstract>
<objectives>
The project will tackle the following technological challenges: rapid 
preparation of terrain databases from multiple sources; dynamic loading of 
massive high-resolution terrain databases; 3D real-time rendering of
geographical databases; interoperation with existing GIS software;
software extensibility based on an open architecture. CRS4 is the
partner in charge of the study and development of multi-resolution
terrain rendering components.
</objectives>
<workplan></workplan>
<achievements>
CRS4 and ISTI/CNR have proposed a new technique, called Batched Dynamic
Adaptive Meshes (BDAM), based on a paired tree structure: a tiled
quadtree for texture data and a pair of bintrees of small triangular
patches for the geometry. Both preprocessing and rendering exploit 
out-of-core techniques and fully harnesses the power of current graphics
hardware. Recent benchmarks indicate that the BDAM technique outperforms
state-of-the-art techniques based on hierarchies of right triangles,
currently regarded as the most efficient for continuous level-of-detail
rendering.
</achievements>
<seealso></seealso>
<consortium>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>CNES</name><country>France</country></contractor>
<contractor><name>CNR</name><country>Italy</country></contractor>
<coordinator><name>CS SI</name><country>France</country></coordinator>
<contractor><name>DLR</name><country>Germany</country></contractor>
<contractor><name>IGN</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Marton, Fabio Bettio</people>
</project>


<project>
<reference>ESPRIT-26285</reference>
<acronym>CAVALCADE</acronym>
<title>Collaborative Virtual Construction and Design</title>
<start-date>1998-01-01</start-date>
<duration>24 months</duration>
<status>Completed</status>
<funding>Euro 180,000</funding>
<funder>EU Fourth Framework Program</funder>
<url></url>
<thumbnail>th_cavalcade.jpg</thumbnail>
<abstract>
CAVALCADE's project goal is to develop a computer system for collaborative virtual prototyping of digital mock-ups. The system will support and enhance concurrent engineering practices, thanks to a distributed architecture enabling teams based in geographically dispersed locations to collaboratively design, test, validate, and document a shared model. CRS4's contribution to the project is mainly in the study and development of appropriate multiresolution modeling and rendering techniques.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<contractor><name>AIS</name><country>Italy</country></contractor>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name>CSTB</name><country>France</country></contractor>
<coordinator><name>CS SI</name><country>France</country></coordinator>
<contractor><name>IRIT</name><country>France</country></contractor>
<contractor><name>FFNS</name><country>France</country></contractor>
<contractor><name>ESA</name><country>The Netherlands</country></contractor>
</consortium>
<people>Enrico Gobbetti, Eric Bouvier, Francesco Benevento</people>
</project>

<project>
<reference>MIGAVIS</reference>
<acronym>MIGAVIS</acronym>
<title>Discontinuous Finite Element Visualization</title>
<start-date>1997-01-01</start-date>
<duration>18 months</duration>
<status>Completed</status>
<funding>Euro 113,620</funding>
<funder>ENEL Polo Termico</funder>
<url></url>
<thumbnail>th_migavis.jpg</thumbnail>
<abstract>
The aim of this research line is the study and the implementation of appropriate visualization techniques for finite element data in two and three-dimensions. In particular, we are dealing with "unusual" situations such as field discontinuity and deformed cells. Such data are produced for example by chemical simulations, by fluid dynamics simulations, or, in general, anywhere high accuracy on boundary domain description is required.
</abstract>
<objectives>
Finite element methods are well suited to represent physical processes in simulation programs. Several applications in the field of fluid dynamics need to represent discontinuous fields defined on finite elements cells. Such data are produced for example as an output from chemical simulation processes.

The combination of discontinuous finite element simulation methods, topologically unstructured grids, and high-order approximations of fields and geometries allows programs to handle a variety of situations in which standard approaches usually fail. In particular, structured grids suffer from heavy limitations when dealing with complicated geometry or when trying to adapt to local features of the solution. Furthermore, discontinuous finite element methods assure time accuracy of the solution to be obtained by using high order polynomial approximations within each element (cell), thus being particularly well suited to unstructured grids. Finally, when high accuracy in the computational domain boundary description is required by a finite element simulation program, it is often necessary to deal with geometrically deformed cells, as the non-linear shape of these cells may give a better approximation of the boundaries than a linear one.

Common visualization approaches do not offer the possibility to handle discontinuities and this research area seems to be completely uninvestigated when discontinuities are combined with unstructured topology.

The aim of our research is to supply general purpose visualization tools for representing meshes made up of topologically different cells (a combination of triangles, quadrilaterals, and other generic convex polygons in the bidimensional case; a combination of tetrahedra together with hexahedra, and generic convex polyhedra in the three-dimensional case) on which discontinuous scalar fields are defined. Also, non-linear parametric description of the geometry must be represented graphically along with the field values defined over it.
</objectives>

<workplan>

<h3>High order polynomial approximation</h3>
All standard visualization tools and techniques are based on the assumption that each variable is defined over a cell has a linear behavior. One of the main problem that as to be faced is to linearly approximate polynomial function for rendering purposes.

In our approach, such linearization has been performed using the Longest Side Midpoint Insertion algorithm, an iterative method where at each step every cell not directly linearizable, with respect to a defined error estimation and a given threshold, is split along its longest side in two cell.

This method has been proven to converge in a finite number of iteration to a linear approximation of the function defined on the original mesh, given a tolerance value, both in 2d and 3d space.

<h3>Discontinuity representation</h3>
An efficient representation of discontinuities is a major problem to be solved for discontinuous finite element visualization. Discontinuity is a fundamental information in the simulation process: discrepancy in function values at cell interfaces provides informations on solution convergence.

To this aim we decided to handle each cell as a separate entity by representing function value at each vertex independently from the value on the other cells sharing that vertex. This way to describe the actual solution has then been combined with the representation of the average solution obtained by computing for each vertex the value of the function in the cell incident on it. The possibility to describe both actual and average solution is shown to be a good way for emphasizing discontinuities. Both solutions are represented by classical visualization techniques (i.e., by isocontours and color mapping), as described in the following section.

Another approach for discontinuity representation consists in mapping the variance of the discontinuous solution on the edges of the underlying grid. In this way discontinuities are made evident within the mesh and their visualization can be combined with isocontours or color mapping of either the actual or the average solution.

<h3>Non-linear geometry</h3>

Again, during visualization of this kind of data, the problem resides in representing deformed cells with computer graphics primitive that are linear. The goal is to give a good approximation of such cells with a set of linear cells. We are considering to apply the Longest Side Midpoint Insertion also for this case.
</workplan>

<achievements>
The underlying research work on visualization algorithms has been partially funded by Sardinian Regional Authorities. A first practical result of our research is the implementation of a visualization system for the representation of discontinuous fields defined on unstructured grids. The system, called MIGAVIS, combines different techniques for representing discontinuities on unstructured topologies within a simple parametric user interface. The system is currently being used at ENEL of Pisa (Polo Termico) as an efficient visualization tool for discontinuous data based on finite element analysis obtained from compressible and viscous flows simulation processes.

MIGAVIS has been developed by augmenting the object-oriented Visualization Toolkit (VTK) by Schroeder, Martin and Lorensen with new classes for handling linearization and discontinuity information. The application has been completely developed in C++ and the development platform is IRIX 5.3 Silicon Graphics workstation. A parametric user interface implemented in OSF/Motif allows an easy interaction with data. The system offers the possibility of visualizing:
<ul>
    <li>the grid in wire-frame on which the solution is defined;</li>
    <li>the actual discontinuous solution;</li>
    <li>the average solution.</li>
</ul>

Both the actual and the average solution can be described by either a scalar representation (through isocontours or color mapping) or a vectorial representation (through glyphs or hedgehogs). The user can interactively select the scalar field (i.e., a specific solution corresponding to a variable in the simulation process) for scalar visualization and/or the scalar fields for vectorial visualization. The vectorial visualization is simply obtained by combining different scalar solutions.

The variance of the solution can be mapped on edges grid whenever desired, thus emphasizing discrepant values at cell interfaces just in correspondence of their location within the grid. All such visualizations can be combined to produce a single image.

The visualization system is integrated into an interface that gives the possibility to interactively modify the parameters of visualization process, i.e.:
<ul>
    <li>parameters for linearization process;</li>
    <li>colormaps for variance and for all solution and grid representations;</li>
    <li>value ranges for variance and for all solution representations;</li>
    <li>number of contours;</li>
    <li>glyphs and hedgehogs parameters (height, scale, etc. );</li>
    <li>parameters for linear and non-linear colormaps;</li>
    <li>scale factor for Cartesian axes;</li>
    <li>offset factor for visualized objects with respect to cartesian axes.</li>
</ul>
</achievements>
<seealso></seealso>
<consortium>
<contractor><name>CRS4</name><country>Italy</country></contractor>
</consortium>
<people>Enrico Gobbetti, Andrea Leone, Paola Marzano</people>
</project>

<project>
<reference>TELEMATICS</reference>
<acronym>VREPAR2</acronym>
<title>Psycho-Neuro-Physiological Assessment and Rehabilitation 2</title>
<start-date>1998-01-01</start-date>
<duration>24 months</duration>
<status>Completed</status>
<funding>Euro 7,500</funding>
<funder>EU Fourth Framework Program</funder>
<url></url>
<thumbnail>th_vrepar2.jpg</thumbnail>
<abstract>
 The projects aims at developing virtual reality tools for treating eating disorders, testing their efficacy at a scale of operation representing reality, and disseminitaing the results to an extended audience. The project is also oriented at analyzing and quantifying the markets for virtual reality products and services. CRS4 contributes to this project with a study of the state of the art of virtual environment technology.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<contractor><name> IBM SEMEA</name><country>Italy</country></contractor>
<coordinator><name>Istituto Auxologico Italiano</name><country>Italy</country></coordinator>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<contractor><name> ISMRA, Caen</name><country>France</country></contractor>
</consortium>
<people>Enrico Gobbetti, Riccardo Scateni</people>
</project>

<project>
<reference>EU-1063, HPPC-SEA Chapter F</reference>
<acronym>VIVA</acronym>
<title>The Virtual Vascular Project</title>
<start-date>1997-09-01</start-date>
<duration>24 months</duration>
<status>Completed</status>
<funding></funding>
<funder>EU Eureka Program</funder>
<url></url>
<thumbnail>th_viva.jpg</thumbnail>
<abstract>
<p>The aim of the VIVA project is to develop tools for the modern hemodynamicist
and cardiovascular surgeon to study and interpret the constantly increasing
amount of information being produced by non-invasive imaging equipment.
In particular, we are developing a system that will be able to process
and visualize 3D medical data, reconstruct the geometry of arteries of
specific patients and to simulate blood flow in them. The initial applications
of the system will be for clinical research and training purposes. In a
later stage we will explore the application of the system to surgical planning.
</p>

<p>VIVA is based on an integrated set of tools, each dedicated to a specific
aspect of the data processing and simulation pipelines:</p>

<ul>
<li>image processing and segmentation</li>

<li>3D geometry modeling, handling and reconstruction</li>

<li>3D mesh generation</li>

<li>blood flow simulation</li>

<li>visualization and real-time 3D imaging</li>

<li>structural computations</li>
</ul>
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso>
<ul>
<li><a href="http://aquatics.crs4.it/ipps" target="_new">Biomedical Applications Group</a></li>
<li><a href="http://www.crs4.it/ViVa" target="_new">Project Homepage</a></li>
</ul>
</seealso>
<consortium>
<contractor><name>CRS4</name><country>Italy</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Bettio</people>
</project>

<project>
<reference>MIRRORS</reference>
<acronym>MIRRORS</acronym>
<title>Mirror Neurons and the Observation/Execution Matching System</title>
<start-date>1998-06-01</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding>$50,000</funding>
<funder> Human Frontiers Science Program</funder>
<url></url>
<thumbnail>th_mirrors.jpg</thumbnail>
<abstract>
<p>
Study of the functional properties of mirror neurons and investigation of 
the execution/matching system in humans. CRS4 will develop a computer system for 
acquisition, generation, and display of stereoscopic sequences that 
will be used in human physiology experiments.
</p>
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<contractor><name>CRS4</name><country>Italy</country></contractor>
<coordinator><name>University of Parma</name><country>Italy</country></coordinator>
<contractor><name>University of Crete</name><country>Greece</country></contractor>
<contractor><name>University of California at LA</name><country>USA</country></contractor>
<contractor><name>Kyoto University</name><country>Japan</country></contractor>
</consortium>
<people>Enrico Gobbetti, Marco Agus</people>
</project>

<project>
<reference>D. D. 784 Ric. 24/07/2001</reference>
<acronym>URBAN</acronym>
<title>Uniformed Reconstructions of the Brain Available on the Net </title>
<start-date>2001-07-24</start-date>
<duration>36 months</duration>
<status>Completed</status>
<funding>Euro 258,228</funding>
<funder>Italian Ministry of Instruction, University, and Research</funder>
<url></url>
<thumbnail>th_urban.jpg</thumbnail>
<abstract>
<p>Study and development of 3D reconstruction and visualization techniques for
primate brains.</p>
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso>
<ul>
<li><a href="http://aquatics.crs4.it/ipps" target="_new">Biomedical Applications Group</a></li>
</ul>
</seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
<contractor><name>University of Parma</name><country>Italy</country></contractor>
</consortium>
<people>Enrico Gobbetti, Fabio Bettio, Gianni Pintore</people>
</project>

<project>
<reference>D. M. 645 4/101997, Cluster 22, Project 41D</reference>
<acronym>LAPS</acronym>
<title>Advanced Laboratory for Computer-Aided Design and Simulation</title>
<start-date>2000-01-01</start-date>
<duration>42 months</duration>
<status>Completed</status>
<funding>Euro 824,058</funding>
<funder>Italian Ministry of Instruction, University, and Research</funder>
<url></url>
<thumbnail>th_laps.jpg</thumbnail>
<abstract>
The project aims at setting up and maintaining a laboratory for 
carrying out computer aided design and numerical simulation research 
activities in the biomedical and engineering domains. Research and
technological development activities are focused on:
virtual environments for the analysis of volumetric data; 
geometric and physical prototyping of vascular datasets; 
compressible and incompressible fluid--dynamics; structural 
integrity analysis; fluid-structure interaction.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso></seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Bettio</people>
</project>

<project>
<reference>BRAIN</reference>
<acronym>BRAIN</acronym>
<title>Software Tools for Primate Brain Reconstruction from Histological Sections</title>
<start-date>2001-01-01</start-date>
<duration>6 months</duration>
<status>Completed</status>
<funding>Euro 15,000</funding>
<funder>University of Parma</funder>
<url></url>
<thumbnail>th_brain.jpg</thumbnail>
<abstract>
We have developed software for 3-D reconstruction and visualization of architectonic, neurophysiological and tract tracing data of primate cerebral cortex. Our emphasis is on providing interactive solutions to reconstruction and analysis problems by harnessing the power of new generation commodity graphics accelerators.

We take as input data acquired in serially collected individual sections, in which the locations of outer and inner cortical boundaries, architectonic borders, electrode tracks, and labeled neurons are coded in X-Y coordinates.

Linear and non-linear local transformations are interactively applied to sections for aligning them and minimizing distortions introduced by sectioning and histological procedures. Cortical surfaces are incrementally reconstructed during section manipulation using both direct triangulation and functional techniques.

Using multipass rendering techniques, the system interactively generates realistic 3-D views that present in the same image the location of architectonic areas and the spatial location, density and cortical depth of the introduced data.

The reconstructed brain can be resliced according to arbitrary planes and virtually dissected for showing sulcal banks without distortion.

Application of this software to the analysis of data from our previous studies showed that this integrated system is a powerful tool for anatomo-functional correlation in highly convoluted brains and for comparing data from brains cut along different sectioning plans.

The availability of low-cost, high performance graphics PC platforms makes this approach practical for everyday laboratory work.
</abstract>
<objectives></objectives>
<workplan></workplan>
<achievements></achievements>
<seealso>
<ul>
<li><a href="http://www.crs4.it/~vvr/Brain/" target="_new">Brain reconstruction gallery</a></li>
</ul>
</seealso>
<consortium>
<coordinator><name>CRS4</name><country>Italy</country></coordinator>
</consortium>
<people>Enrico Gobbetti, Fabio Bettio</people>
</project>

</projects>




