%%% ==================================================================== %%% CRS4 Visual Computing Group Bibliography %%% ==================================================================== @String{inst-CRS4 = "CRS4, Center for Advanced Studies, Research, and Development in Sardinia"} @String{inst-CRS4:adr = "Cagliari, Italy"} @String{inst-EPFL = "Swiss Federal Institute of Technology"} @String{inst-EPFL:adr = "Lausanne, Switzerland"} %======================================================================= % Journal abbreviations: @String{j-CACM = "Communications of the ACM"} @String{j-CAD = "Computer Aided Design"} @String{j-CG-WORLD = "Computer Graphics World"} @String{j-CG-FORUM = "Computer Graphics Forum"} @String{j-COMP-COMM = "Computer Communications"} @String{j-COMP-GRAPHICS = "Computer Graphics"} @String{j-COMP-NET-ISDN = "Computer Networks and ISDN Systems"} @String{j-COMP-PHYSICS = "Computers in Physics"} @String{j-COMP-SURV = "ACM Computing Surveys"} @String{j-COMPUT-AIDED-ENG = "Computer-aided engineering: CAE"} @String{j-COMPUTER = "Computer"} @String{j-COMPUTERS-AND-GRAPHICS = "Computers and Graphics"} @String{j-IEEE-CGA = "IEEE Computer Graphics and Applications"} @String{j-IEEE-MULTMEDIA = "IEEE Multimedia"} @String{j-J-OOP = "Journal of Object Oriented Programming"} @String{j-PROC-SPIE = "Proceedings of the SPIE --- The International Society for Optical Engineering"} %======================================================================= % Organization abbreviations: @String{org-ISO = "International Organization for Standardization"} @String{org-ISO:adr = "Geneva, Switzerland"} @String{org-NIST = "U. S. Dept. of Commerce, National Institute of Standards and Technology"} @String{org-NIST:adr = "Gaithersburg, MD, USA"} %======================================================================= % Publishers and their addresses: @String{pub-AAP = "Association of American Publishers"} @String{pub-AAP:adr = "Dublin, OH, USA"} @String{pub-ACM = "ACM Press"} @String{pub-ACM:adr = "New York, NY, USA"} @String{pub-AFNOR = "AFNOR"} @String{pub-AFNOR:adr = "Paris, France"} @String{pub-AGARD = "AGARD"} @String{pub-AGARD:adr = "Neuilly sur Seine, France"} @String{pub-ANAYA-MULTIMEDIA = "Anaya Multimedia"} @String{pub-ANAYA-MULTIMEDIA:adr = "Madrid, Spain"} @String{pub-ANSI = "American National Standards Institute"} @String{pub-ANSI:adr = "1430 Broadway, New York, NY 10018, USA"} @String{pub-AP = "Academic Press"} @String{pub-AP-PROFESSIONAL = "AP Professional"} @String{pub-AP-PROFESSIONAL:adr = "Boston, MA, USA"} @String{pub-AP:adr = "New York, USA"} @String{pub-ARCHIVES-MUSEUM-INFORMATICS = "Archives and Museum Informatics"} @String{pub-ARCHIVES-MUSEUM-INFORMATICS:adr = "Pittsburgh, PA, USA"} @String{pub-ASIS = "American Society for Information Science"} @String{pub-ASIS:adr = "Medford, NJ, USA"} @String{pub-ASLIB = "Aslib"} @String{pub-ASLIB:adr = "London, UK"} @String{pub-ASSOC-ADV-COMPUT-EDU = "Association for the Advancement of Computing in Education"} @String{pub-ASSOC-ADV-COMPUT-EDU:adr = "Charlottesville, VA, USA"} @String{pub-ASSOC-RESEARCH-LIBRARIES = "Association of Research Libraries"} @String{pub-ASSOC-RESEARCH-LIBRARIES:adr = "Washington, DC 20036, USA"} @String{pub-ASTM = "ASTM"} @String{pub-ASTM:adr = "Philadelphia, PA, USA"} @String{pub-AUSSTELLUNGS-MESSE = "Ausstellungs- und Messe"} @String{pub-AUSSTELLUNGS-MESSE:adr = "Frankfurt, Germany"} @String{pub-AW = "Ad{\-d}i{\-s}on-Wes{\-l}ey"} @String{pub-AW-LONGMAN = "Ad{\-d}i{\-s}on-Wes{\-l}ey Longman"} @String{pub-AW-LONGMAN:adr = "Reading, MA, USA"} @String{pub-AW:adr = "Reading, MA, USA"} @String{pub-AWDP = "Ad{\-d}i{\-s}on-Wes{\-l}ey Developers Press"} @String{pub-AWDP:adr = "Reading, MA, USA"} @String{pub-BLACKWELL = "Blackwell Publishers"} @String{pub-BLACKWELL:adr = "Oxford, England"} @String{pub-BDS = "BDS, Inc."} @String{pub-BDS:adr = "Sterling, VA, USA"} @String{pub-BLENHEIM-ONLINE = "Blenheim Online"} @String{pub-BLENHEIM-ONLINE:adr = "London, UK"} @String{pub-BOUKER-SAUR = "Bowker Saur"} @String{pub-BOUKER-SAUR:adr = "London, UK"} %% NB: All lower-case in this corporate name @String{pub-BOYD-FRASER = "boyd \& fraser"} @String{pub-BOYD-FRASER:adr = "One Corporate Place, Suite 205, Danvers, MA, USA 01923"} @String{pub-BRITISH-LIBRARY-BOARD = "British Library Board"} @String{pub-BRITISH-LIBRARY-BOARD:adr = "London, UK"} @String{pub-BRITISH-LIBRARY-RDD = "British Library Research and Development Department"} @String{pub-BRITISH-LIBRARY-RDD:adr = "London, UK"} @String{pub-BRITISH-NAT-BIB-RF = "British National Bibliography Research Fund"} @String{pub-BRITISH-NAT-BIB-RF:adr = "London, UK"} @String{pub-BROOKLYN-NORTH-SOFTWARE-WORKS = "Brooklyn North Software Works"} @String{pub-BROOKLYN-NORTH-SOFTWARE-WORKS:adr = "Bedford, NS, Canada"} @String{pub-CNET = "CNET"} @String{pub-CNET:adr = "Lannion, France"} @String{pub-CORIOLIS = "Coriolis Group"} @String{pub-CORIOLIS:adr = "Scottsdale, AZ, USA"} @String{pub-CP = "Clarendon Press"} @String{pub-CP:adr = "Oxford, UK"} @String{pub-CSA = "Canadian Standards Association"} @String{pub-CSA:adr = "Rexdale, ON, Canada"} @String{pub-CUP = "Cambridge University Press"} @String{pub-CUP:adr = "New York, NY, USA"} @String{pub-DANSK-STAND-RAAD = "Dansk standardiseringsraad"} @String{pub-DANSK-STAND-RAAD:adr = "K{\o}benhavn, Danmark"} @String{pub-EDITION-MICRO-APPLICATIONS = "Edition Micro Application"} @String{pub-EDITION-MICRO-APPLICATIONS:adr = "Paris, France"} @String{pub-EDITIONS-CERCLE-LIBRAIRIE = "Editions du Cercle de la librairie"} @String{pub-EDITIONS-CERCLE-LIBRAIRIE:adr = "Paris, France"} @String{pub-EH = "Ellis Horwood"} @String{pub-EH:adr = "New York, NY, USA"} @String{pub-ELECT-BOOK-TECH = "Electronic Book Technologies"} @String{pub-ELECT-BOOK-TECH:adr = "Providence, RI, USA"} @String{pub-ELS = "Elsevier Science Publishers B. V."} @String{pub-ELS:adr = "Amsterdam, The Netherlands"} @String{pub-EUROGRAPHICS = "Eurographics Association"}, @String{pub-EUROGRAPHICS:adr = "Aire-la-Ville, Switzerland"}, @String{pub-EUSIDIC = "European Association of Information Services (EUSIDIC)"} @String{pub-EUSIDIC:adr = "????"} @String{pub-EYROLLES = "Eyrolles"} @String{pub-EYROLLES:adr = "Paris, France"} @String{pub-FRANKLIN-BEEDLE = "Franklin, Beedle \& Associates"} @String{pub-FRANKLIN-BEEDLE:adr = "Wilsonville, OR, USA"} @String{pub-GRAPHICCOMM = "Graphic Communications Association"} @String{pub-GRAPHICCOMM:adr = "100 Daingerfield Road, Alexandria, VA 22314-2804, USA"} @String{pub-HALSTED = "Halsted Press"} @String{pub-HALSTED:adr = "New York, USA"} @String{pub-HAWORTH = "Haworth Press"} @String{pub-HAWORTH:adr = "New York, NY, USA"} @String{pub-HAYDEN = "Hayden Books"} @String{pub-HAYDEN:adr = "4300 West 62nd Street, Indianapolis, IN 46268, USA"} @String{pub-HERMES = "Hermes"} @String{pub-HERMES:adr = "Paris, France"} @String{pub-HWS = "Howard W. Sams"} @String{pub-HWS:adr = "Indianapolis, IN 46268, USA"} @String{pub-IDG = "IDG Books"} @String{pub-IDG-WORLDWIDE = "I D G Books Worldwide"} @String{pub-IDG-WORLDWIDE:adr = "Indianapolis, IN, USA"} @String{pub-IDG:adr = "San Mateo, CA, USA"} @String{pub-IEE = "IEE"} @String{pub-IEE:adr = "London, UK"} @String{pub-IEEE = "IEEE Computer Society Press"} @String{pub-IEEE:adr = "1109 Spring Street, Suite 300, Silver Spring, MD 20910, USA"} @String{pub-INST-GRAPHICS-COMM = "Inst. Graphic Commun"} @String{pub-INST-GRAPHICS-COMM:adr = "Boston, MA, USA"} @String{pub-INTERACTIVE-ENTERPRISES = "InterActive Enterprises"} @String{pub-INTERACTIVE-ENTERPRISES:adr = "Garden City, NY"} @String{pub-INTERLEAF = "Interleaf, Inc."} @String{pub-INTERLEAF:adr = "Waltham, MA, USA"} @String{pub-INTERNET-SOCIETY = "Internet Society"} @String{pub-INTERNET-SOCIETY:adr = "Reston, VA, USA"} @String{pub-INTERTEXT = "Intertext Pubs.\slash Mc{\-}Graw-Hill Book Co."} @String{pub-INTERTEXT:adr = "New York, NY, USA"} @String{pub-IOS = "IOS"} @String{pub-IOS:adr = "Amsterdam, The Netherlands"} @String{pub-ISO = "International Organization for Standardization"} @String{pub-ISO:adr = "Geneva, Switzerland"} @String{pub-ITCP = "International Thomson Computer Press"} @String{pub-ITCP:adr = "20 Park Plaza Suite 1001, Boston, MA 02116 USA"} @String{pub-ITP = "International Thomson Publishing"} @String{pub-ITP:adr = "5101 Madison Road, Cincinnati, OH 45227, USA; Bonn, Germany"} @String{pub-KLUWER = "Kluwer Academic Publishers Group"} @String{pub-KLUWER:adr = "Norwell, MA, USA, and Dordrecht, The Netherlands"} @String{pub-LEARNED-INF = "Learned Information"} @String{pub-LEARNED-INF:adr = "Medford, NJ, USA"} @String{pub-LONGWOOD = "Longwood Publishing Group"} @String{pub-LONGWOOD:adr = "Wolfeboro, NH, USA"} @String{pub-LSP = "Library Solutions Press"} @String{pub-LSP:adr = "2137 Oregon St., Berkeley, CA, USA"} @String{pub-MACMILLAN-COMPUTER = "Macmillan Computer Publishing"} @String{pub-MACMILLAN-COMPUTER:adr = "Indianapolis, IN, USA"} @String{pub-MARC-FRESCO = "Marc Fresco Consultancy"} @String{pub-MARC-FRESCO:adr = "Kenley"} @String{pub-MCGRAW-HILL = "Mc{\-}Graw-Hill"} @String{pub-MCGRAW-HILL:adr = "New York, NY, USA"} @String{pub-MICROSOFT = "Microsoft Press"} @String{pub-MICROSOFT:adr = "Bellevue, WA, USA"} @String{pub-MIS = "MIS Press"} @String{pub-MIS:adr = "P. O. Box 5277, Portland, OR 97208-5277, USA, Tel: (503) 282-5215"} @String{pub-MK = "Morgan Kaufmann Publishers"} @String{pub-MK:adr = "Los Altos, CA 94022, USA"} @String{pub-MOTION-WORKS = "Motion Works Publishing"} @String{pub-MOTION-WORKS:adr = "San Francisco, CA, USA"} @String{pub-NCGA = "National Computer Graphics Association"} @String{pub-NCGA:adr = "Fairfax, VA, USA"} @String{pub-NH = "North-Holland Publishing Co."} @String{pub-NH:adr = "Amsterdam, The Netherlands"} @String{pub-NIST = "National Institute for Standards and Technology"} @String{pub-NIST:adr = "Gaithersburg, MD, USA"} @String{pub-NRP = "New Riders Publishing"} @String{pub-NRP:adr = "Carmel, IN, USA"} @String{pub-NSIA = "NSIA"} @String{pub-NSIA:adr = "Washington DC, USA"} @String{pub-OFFICE-HUMANITIES-COMM = "Office for Humanities Communication"} @String{pub-OFFICE-HUMANITIES-COMM:adr = "Oxford, UK"} @String{pub-OLDENBOURG = "R. Oldenbourg"} @String{pub-OLDENBOURG:adr = "M{\"u}nchen, Germany"} @String{pub-OMH = "Osborne\slash Mc{\-}Graw-Hill"} @String{pub-OMH:adr = "Berkeley, CA, USA"} @String{pub-ORA = "O'Reilly \& {Associates, Inc.}"} @String{pub-ORA:adr = "103a Morris Street, Sebastopol, CA 95472, USA, Tel: +1 707 829 0515, and 90 Sherman Street, Cambridge, MA 02140, USA, Tel: +1 617 354 5800"} @String{pub-OSBORNE = "Osborne/McGraw-Hill"} @String{pub-OSBORNE:adr = "Berkeley, CA, USA"} @String{pub-OXFORD = "Oxford University Press"} @String{pub-OXFORD:adr = "Walton Street, Oxford OX2 6DP, UK"} @String{pub-PEACHPIT = "Peachpit Press, Inc."} @String{pub-PEACHPIT:adr = "1085 Keith Avenue, Berkeley, CA 94708, USA"} @String{pub-PH = "Pren{\-}tice-Hall"} @String{pub-PH:adr = "Englewood Cliffs, NJ 07632, USA"} @String{pub-PRESSES-UNIV-LAVAL = "Les Presses de l'Universit{'{e}} Laval"} @String{pub-PRESSES-UNIV-LAVAL:adr = "Qu{'{e}}bec, PQ, Canada"} @String{pub-PRIMA = "Prima Publishing"} @String{pub-PRIMA:adr = "Rocklin, CA, USA"} @String{pub-PTI = "Personal{\TeX} Inc."} @String{pub-PTI:adr = "12 Madrona Street, Mill Valley, CA 94941, USA"} @String{pub-PTRPH = "P T R Pren{\-}tice-Hall"} @String{pub-PTRPH:adr = "Englewood Cliffs, NJ 07632, USA"} @String{pub-QUE = "Que Corporation"} @String{pub-QUE:adr = "Indianapolis, IN, USA"} @String{pub-SAMS = "SAMS Publishing"} @String{pub-SAMS-NET = "Sams.net Pub."} @String{pub-SAMS-NET:adr = "Indianapolis, IN, USA"} @String{pub-SAMS:adr = "Indianapolis, IN, USA"} @String{pub-SAS = "SAS Institute"} @String{pub-SAS:adr = "SAS Circle, Box 8000, Cary, NC 27512-8000, USA"} @String{pub-SEYBOLD = "Seybold Publications"} @String{pub-SEYBOLD:adr = "San Francisco, CA, USA"} @String{pub-SOC-IMAGING-SCIENCE-TECH = "Society for Imaging Science and Technology"} @String{pub-SOC-IMAGING-SCIENCE-TECH:adr = "Bellingham, WA, USA"} @String{pub-SOFTQUAD = "SoftQuad, Inc."} @String{pub-SOFTQUAD:adr = "Toronto, Ontario, Canada"} @String{pub-SSC = "Specialized Systems Consultants"} @String{pub-SSC:adr = "Seattle, WA, USA"} @String{pub-SUN = "Sun Microsystems"} @String{pub-SUN:adr = "2550 Garcia Avenue, Mountain View, CA 94043, USA"} @String{pub-SUNSOFT = "SunSoft Press"} @String{pub-SUNSOFT:adr = "Englewood Cliffs, NJ, USA"} @String{pub-SV = "Springer Verlag"} @String{pub-SV:adr = "New York, NY, USA"} @String{pub-SYBEX = "Sybex"} @String{pub-SYBEX-VERLAG = "Sybex Verlag GmbH"} @String{pub-SYBEX-VERLAG:adr = "Erkrather Stra{\ss}e 345-349, 40231 D{\"u}sseldorf, Germany"} @String{pub-SYBEX:adr = "2021 Challenger Driver, Suite 100, Alameda, CA 94501, USA"} @String{pub-TAYLOR-GRAHAM = "Taylor Graham"} @String{pub-TAYLOR-GRAHAM:adr = "London, UK"} @String{pub-TECHNO-TEACHER = "Techno Teacher, Inc."} @String{pub-TECHNO-TEACHER:adr = "Tallahassee, FL"} @String{pub-USENIX = "USENIX Association"} @String{pub-USENIX:adr = "Berkeley, CA, USA"} @String{pub-VENTANA = "Ventana Press"} @String{pub-VENTANA-COMM-GROUP = "Ventana Communications Group, Incorporated"} @String{pub-VENTANA-COMM-GROUP:adr = "Research Triangle Park, NC, USA"} @String{pub-VENTANA:adr = "Chapel Hill, NC, USA"} @String{pub-VIEWEG = "Vieweg Verlag"} @String{pub-VIEWEG:adr = "Wiesbaden, Germany"} @String{pub-VNR = "Van Nostrand Reinhold"} @String{pub-VNR:adr = "New York, NY, USA"} @String{pub-WADSWORTH = "Wadsworth"} @String{pub-WADSWORTH:adr = "Pacific Grove, CA, USA"} @String{pub-WAITE-GROUP = "Waite Group Press"} @String{pub-WAITE-GROUP:adr = "Corte Madera, CA, USA"} @String{pub-WILEY = "Wiley"} @String{pub-WILEY:adr = "New York, NY, USA"} @String{pub-WILEY-COMPUTER = "Wiley Computer Publishers"} @String{pub-WILEY-COMPUTER:adr = "New York, NY, USA"} @String{pub-WORLD-SCI = "World Scientific Publishing Co."} @String{pub-WORLD-SCI:adr = "Singapore; Philadelphia, PA, USA; River Edge, NJ, USA"} @String{pub-WROX = "Wrox Press"} @String{pub-WROX:adr = "Chicago, IL, USA"} @String{pub-ZD = "Ziff-Davis Press"} @String{pub-ZD:adr = "Emeryville, CA, USA"} %======================================================================= % Series abbreviations: @String{ser-LNCS = "Lecture Notes in Computer Science"} @String{ser-EG = "Eurographics Series"} %======================================================================= % Bibliography - Scripta %======================================================================= %################################ %### 2012 %################################ @Article{Gobbetti:2012:CCO, idxproject = {FIXME}, author = {Enrico Gobbetti and {Jos\'e Antonio} {Iglesias Guiti\'an} and Fabio Marton}, title = {COVRA: A compression-domain output-sensitive volume rendering architecture based on a sparse representation of voxel blocks}, journal = j-CG-FORUM, year = 2012, volume = 31, number = {}, pages = {}, abstract = { We present a novel multiresolution compression-domain GPU volume rendering architecture designed for interactive local and networked exploration of rectilinear scalar volumes on commodity platforms. In our approach, the volume is decomposed into a multiresolution hierarchy of bricks. Each brick is further subdivided into smaller blocks, which are compactly described by sparse linear combinations of prototype blocks stored in an overcomplete dictionary. The dictionary is learned, using limited computational and memory resources, by applying the K-SVD algorithm to a re-weighted non-uniformly sampled subset of the input volume, harnessing the recently introduced method of coresets. The result is a scalable high quality coding scheme, which allows very large volumes to be compressed off-line and then decom pressed on-demand during real-time GPU-accelerated rendering. Volumetric information can be maintained in compressed format through all the rendering pipeline. In order to efficiently support high quality filtering and shading, a specialized real-time renderer closely coordinates decompression with rendering, combining at each frame images produced by raycasting selectively decompressed portions of the current view- and transfer-function-dependent working set. The quality and performance of our approach is demonstrated on massive static and time-varying datasets. }, note = {Proc. Eurovis 2012. To appear}, url = {http://www.crs4.it/vic/data/papers/eurovis2012-covra.pdf}, } @Article{Goswami:2012:EMF, idxproject = {FIXME}, author = {Prashant Goswami and Fatih Erol and Rahul Mukhi and Renato Pajarola and Enrico Gobbetti}, title = {An Efficient Multiresolution Framework for High Quality Interactive Rendering of Massive Point Clouds using Multi-way kd-Trees}, journal = {The Visual Computer}, volume = {28}, number = {}, pages = {}, year = 2012, abstract = { We present an efficient technique for out-of-core multi-resolution construction and high quality interactive visualization of massive point clouds. Our approach introduces a novel hierarchical level of detail (LOD) organization based on multi-way kd-trees, which simplifies memory management and allows control over the LOD-tree height. The LOD tree, constructed bottom up using a fast high-quality point simplification method, is fully balanced and contains all uniformly sized nodes. To this end, we introduce and analyze three efficient point simplification approaches that yield a desired number of high-quality output points. For constant rendering performance, we propose an efficient rendering-on-a-budget method with asynchronous data loading, which delivers fully continuous high quality rendering through LOD geo-morphing and deferred blending. Our algorithm is in corporated in a full end-to-end rendering system, which supports both local rendering and cluster-parallel distributed rendering. The method is evaluated on complex models made of hundreds of millions of point samples. }, thumbnail = {http://www.crs4.it/vic/data/papers/tvc2012-mwkdtrees.jpg}, url = {}, doi = {DOI: 10.1007/s00371-012-0675-2}, note = {To appear} } @InProceedings{Himmelstein:2012:IST, idxkey = {}, idxproject = {INDIGO}, title = {Interactive Simulation Technology for Crisis Management and Training: The INDIGO Project}, author = {Jesse Himmelstein and Alexandre Ahmad and Olivier Balet and Jean-Baptiste {de la Rivi\`ere} and Maaike Schaap and Werner Overdijk and Enrico Gobbetti and Giovanni Pintore and Fabio Ganovelli and Paolo Brivio}, abstract = { To face the urgent need to train strategic and operational managers in dealing with complex crises, we are researching and developing an innovative decision support system to be used for crisis management and interactive crisis training. This paper provides an overview of current decision-support systems, simulation software and other technologies specifically designed to serve crisis managers. These findings inform the design of a new interactive simulation technology system, where a 3D Common Operational Picture (COP) is shared between tactile digital whiteboard in the command center and mobile devices in the field. This paper presents an innovative system for crisis management and training. }, month = apr, year = 2012, pages = {}, booktitle = {9th International Conference for Crisis Response and Management (ISCRAM)}, address = {Conference held in Vancouver, BC, Canada}, url = {http://www.crs4.it/vic/data/papers/iscram2012-indigo.pdf}, note = {To appear} } %################################ %### 2011 %################################ @InProceedings{Agus:2011:VEI, idxkey = {}, idxproject = {FIXME}, title = {Visual enhancements for improved interactive rendering on light field displays}, author = {Marco Agus and Giovanni Pintore and Fabio Marton and Enrico Gobbetti and Antonio Zorcolo}, abstract = { Rendering of complex scenes on a projector-based light field display requires 3D content adaptation in order to provide comfortable viewing experiences in all conditions. In this paper we report about our approach to improve visual experiences while coping with the limitations in the effective field of depth and the angular field of view of the light field display. We present adaptation methods employing non-linear depth mapping and depth of field simulation which leave large parts of the scene unmodified, while modifying the other parts in a non-intrusive way. The methods are integrated in an interactive visualization system for the inspection of massive models on a large scale 35MPixel light field display. Preliminary results of subjective evaluation demonstrate that our rendering adaptation techniques improve visual comfort without affecting the overall depth perception. }, month = nov, year = 2011, pages = {1--7}, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Salerno, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2011-holo.pdf}, isbn = {978-3-905673-88-3}, } @InProceedings{Marton:2011:NEM, idxproject = {FIXME}, author = {Fabio Marton and Marco Agus and Giovanni Pintore and Enrico Gobbetti}, title = {{FOX}: The {Focus Sliding Surface} Metaphor for Natural Exploration of Massive Models on Large-scale Light Field Displays}, booktitle = {Proc. VRCAI}, year = 2011, month = Dec, pages = {83--90}, abstract = { We report on a virtual environment for natural immersive exploration of extremely detailed surface models on light field displays. Our specialized 3D user interface allows casual users to inspect 3D objects at various scales, integrating panning, rotating, and zooming controls into a single low-degree-of-freedom operation, while taking into account the requirements for comfortable viewing on a light field display hardware. Specialized multiresolution structures, embedding a fine-grained per-patch spatial index within a coarse-grained patch-based mesh structure, are exploited for fast batched I/O, GPU accelerated rendering, and user-interaction-system-related geometric queries. The capabilities of the system are demonstrated by the interactive inspection of a giga-triangle dataset on a large scale 35MPixel light field display controlled by wired or vision-based devices. }, url = {http://www.crs4.it/vic/data/papers/vrcai2011-fox.pdf}, doi = {10.1145/2087756.2087767} } @InProceedings{Pintus:2011:RRM, idxproject = {INDIGO, DISTRICT-LAB3D}, author = {Ruggero Pintus and Enrico Gobbetti and Marco Agus}, title = {Real-time Rendering of Massive Unstructured Raw Point Clouds using Screen-space Operators}, booktitle = {The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2011, month = Oct, pages = {}, abstract = { Nowadays, 3D acquisition devices allow us to capture the geometry of huge Cultural Heritage (CH) sites, historical buildings and urban environments. We present a scalable real-time method to render this kind of models without requiring lengthy preprocessing. The method does not make any assumptions about sampling density or availability of normal vectors for the points. On a frame-by-frame basis, our GPU accelerated renderer computes point cloud visibility, fills and filters the sparse depth map to generate a continuous surface representation of the point cloud, and provides a screen-space shading term to effectively convey shape features. The technique is applicable to all rendering pipelines capable of projecting points to the frame buffer. To deal with extremely massive models, we integrate it within a multi-resolution out-of-core real-time rendering framework with small pre-computation times. Its effectiveness is demonstrated on a series of massive unstructured real-world Cultural Heritage datasets. The small precomputation times and the low memory requirements make the method suitable for quick onsite visualizations during scan campaigns. }, thumbnail = {}, url = {http://www.crs4.it/vic/data/papers/vast2011-pbr.pdf}, note = {To appear} } @InProceedings{Pintus:2011:FRS, idxproject = {INDIGO, DISTRICT-LAB3D}, author = {Ruggero Pintus and Enrico Gobbetti and Roberto Combet}, title = {Fast and Robust Semi-Automatic Registration of Photographs to 3D Geometry}, booktitle = {The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2011, month = Oct, pages = {}, abstract = { We present a simple, fast and robust technique for semi-automatic 2D-3D registration capable to align a large set of unordered images to a massive point cloud with minimal human effort. Our method converts the hard to solve image-to-geometry registration problem in a Structure-from-Motion (SfM) plus a 3D-3D registration problem. We exploit a SfM framework that, starting just from the unordered image collection, computes an estimate of camera parameters and a sparse 3D geometry deriving from matched image features. We then coarsely register this model to the given 3D geometry by estimating a global scale and absolute orientation using minimal manual intervention. A specialized sparse bundle adjustment (SBA) step, exploiting the correspondence between the model deriving from image features and the fine input 3D geometry, is then used to refine intrinsic and extrinsic parameters of each camera. Output data is suitable for photo blending frameworks to produce seamless colored models. The effectiveness of the method is demonstrated on a series of real-world 3D/2D Cultural Heritage datasets. }, thumbnail = {}, url = {http://www.crs4.it/vic/data/papers/vast2011-photo-to-geometry-registration.pdf}, note = {To appear} } @InProceedings{Gobbetti:2011:REM, idxproject = {V-CITY}, author = {Enrico Gobbetti and Fabio Marton and Marco {Di Benedetto} and Fabio Ganovelli and Matthias Buehler and Simon Schubiger and Matthias Specht and Chris Engels and Luc Van Gool}, title = {Reconstructing and Exploring Massive Detailed Cityscapes}, booktitle = {The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2011, month = Oct, pages = {}, abstract = { We present a state-of-the-art system for obtaining and exploring large scale thr ee-dimensional models of urban landscapes. A multimodal approach to reconstructi on fuses cadastral information, laser range data, and oblique imagery into build ing models, which are then refined by applying procedural rules for replacing te xtures with 3D elements, such as windows and doors, therefore enhancing the mode l quality and adding semantics to the model. For city scale exploration, these d etailed models are uploaded to a web-based service, which automatically construc ts an approximate scalable multiresolution representation. This representation c an be interactively transmitted and visualized over the net to clients ranging f rom graphics PCs to web-enabled portable devices. The approach's characteristics and performance are illustrated using real-world city-scale data. }, thumbnail = {}, url = {http://www.crs4.it/vic/data/papers/vast2011-vcity-pipeline.pdf}, note = {To appear} } @InProceedings{Himmelstein:2011:TVP, idxproject = {V-CITY}, author = {Jesse Himmelstein and Olivier Balet and Fabio Ganovelli and Enrico Gobbetti and Matthias Specht and Pascal Mueller and Chris Engels and Luc van Gool and Jean-Baptiste {de la Rivi\`ere} and Armando Cavazzini}, title = {The V-City Project}, booktitle = {The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2011, month = Oct, pages = {}, abstract = { 3D geoinformatics have entered the digital age, hesitantly in some areas, and ra mpantly in others. Google Earth and Microsoft Virtual Earth are household names. However, these projects are limited to textured 3D landscapes, aerial 2D images and a few boxy building envelopes. The V-City project is a European research in itiative to surpass these limitations, and create a system for intuitively explo ring large urban areas with a high degree of detail. Bringing together technolog ies from geoinformatics, virtual reality, computer graphics, and computer vision , the system constructs detailed 3D city models from geopositioned aerial images and building footprints. For networked browsing, city models are compressed and streamed for interactive viewing of entire landscapes. A unique tactile table h as also been developed to let multiple users visualize the same city model in st ereo 3D, and interact with it simultaneously using hand gestures. }, thumbnail = {}, url = {http://www.crs4.it/vic/data/papers/vast2011-vcity-project.pdf}, note = {To appear} } @Article{Suter:2011:IMT, idxproject = {}, author = {{Susanne K.} Suter and {Jos\'e Antonio} {Iglesias Guiti\'an} and Fabio Marton and Marco Agus and Andreas Elsener and {Christoph P.E.} Zollikofer and M. Gopi and Enrico Gobbetti and Renato Pajarola}, title = {Interactive Multiscale Tensor Reconstruction for Multiresolution Volume Visualization}, journal = {IEEE Transactions on Visualization and Computer Graphics}, year = 2011, abstract = { Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes. }, note = {Proc. IEEE Visualization. To appear}, url = {http://www.crs4.it/vic/data/papers/ieeeviz2011-ta.pdf}, } @Article{Pintus:2011:FLS, idxproject = {INDIGO}, author = {Ruggero Pintus and Enrico Gobbetti and Marco Callieri}, title = {Fast Low-Memory Seamless Photo Blending on Massive Point Clouds using a Streaming Framework}, journal = {ACM Journal on Computing and Cultural Heritage}, year = 2011, abstract = { We present an efficient scalable streaming technique for mapping highly detailed color information on extremely dense point clouds. Our method does not require meshing or extensive processing of the input model, works on a coarsely spatially-reordered point stream and can adaptively refine point cloud geometry on the basis of image content. Seamless multi-band image blending is obtained by using GPU accelerated screen-space operators, which solve point set visibility, compute a per-pixel view-dependent weight and ensure a smooth weighting function over each input image. The proposed approach works independently on each image in a memory coherent manner, and can be easily extended to include further image quality estimators. The effectiveness of the method is demonstrated on a series of massive real-world point datasets. }, note = {To appear}, thumbnail = {http://www.crs4.it/vic/data/papers/jocch2011-streaming-photo-blending.jpg}, } @InProceedings{Marton:2011:RCM, idxproject = {}, author = {Fabio Marton and Enrico Gobbetti and Fabio Bettio and {Jos\'e Antonio} {Iglesias Guiti\'an} and Ruggero Pintus}, title = {A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display}, booktitle = {Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)}, year = 2011, abstract = { We present an end-to-end system capable of real-time capturing and displaying with full horizontal parallax high-quality 3D video contents on a cluster-driven multiprojector light-field display with full horizontal parallax. The capture component is an array of low-cost USB cameras connected to a single PC. Raw M-JPEG data coming from the software-synchronized cameras are multicast over Gigabit Ethernet to the back-end nodes of the rendering cluster, where they are decompressed and rendered. For all-in-focus rendering, view-dependent depth is estimated on the GPU using a customized multiview space-sweeping approach based on fast Census-based area matching implemented in CUDA. Real-time performance is demonstrated on a system with 18 cameras and 72 rendering projectors. }, pages = {1--4}, url = {http://www.crs4.it/vic/data/papers/3dtv2011-holorecon.pdf}, issn = {2161-2021}, doi = {10.1109/3DTV.2011.5877176 }, } @InProceedings{Pintus:2011:SFD, idxproject = {INDIGO}, author = {Ruggero Pintus and Enrico Gobbetti and Marco Callieri}, title = {A Streaming Framework for Seamless Detailed Photo Blending on Massive Point Clouds}, booktitle = {Proc. Eurographics Area Papers}, year = 2011, abstract = { We present an efficient scalable streaming technique for mapping highly detailed color information on extremely dense point clouds. Our method does not require meshing or extensive processing of the input model, works on a coarsely spatially-reordered point stream and can adaptively refine point cloud geometry on the basis of image content. Seamless multi-band image blending is obtained by using GPU accelerated screen-space operators, which solve point set visibility, compute a per-pixel view-dependent weight and ensure a smooth weighting function over each input image. The proposed approach works independently on each image in a memory coherent manner, and can be easily extended to include further image quality estimators. The effectiveness of the method is demonstrated on a series of massive real-world point datasets. }, pages = {25--32}, issn = {1017-4656}, url = {http://www.crs4.it/vic/data/papers/egareasch2011-streaming-photo-blending.pdf}, } @Article{Schmid:2011:GFP, idxproject = {3DANATOMICALHUMAN}, author = {J{\'e}r{\^o}me Schmid and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Enrico Gobbetti and Nadia Magnenat-Thalmann}, title = {A GPU framework for parallel segmentation of volumetric images using discrete deformable models}, journal = {The Visual Computer}, volume = {27}, number = {2}, pages = {85--95}, year = 2011, abstract = { Despite the ability of current GPU processors to treat heavy parallel computation tasks, its use for solving medical image segmentation problems is still not fully exploited and remains challenging. A lot of difficulties may arise related to, for example, the different image modalities, noise and artifacts of source images, or the shape and appearance variability of the structures to segment. Motivated by practical problems of image segmentation in the medical field, we present in this paper a GPU framework based on explicit discrete deformable models, implemented over the NVidia CUDA architecture, aimed for the segmentation of volumetric images. The framework supports the segmentation in parallel of different volumetric structures as well as interaction during the segmentation process and real-time visualization of the intermediate results. Promising results in terms of accuracy and speed on a real segmentation experiment have demonstrated the usability of the system. }, url = {http://www.crs4.it/vic/data/papers/tvc2011-gpu-segmentation.pdf}, doi = {10.1007/s00371-010-0532-0} } %################################ %### 2010 %################################ @InCollection {Pintus:2010:PR3, author = {Ruggero Pintus and Thomas Malzbender and Oliver Wang and Ruth Bergman and Hila Nachlieli and Gitit Ruckenstein}, affiliation = {CRS4 (Center for Advanced Studies, Research and Development in Sardinia), Parco Scientifico e Tecnologico, POLARIS, Edificio 1, 09010 Pula, CA Italy}, title = {Photo Repair and 3D Structure from Flatbed Scanners Using 4- and 2-Source Photometric Stereo}, booktitle = {Computer Vision, Imaging and Computer Graphics. Theory and Applications}, series = {Communications in Computer and Information Science}, editor = {AlpeshKumar Ranchordas and {Joao Madeiras} Pereira and {Helder J.} Araujo and {Joao Manuel R. S.} Tavares}, publisher = {Springer Berlin Heidelberg}, isbn = {978-3-642-11840-1}, keyword = {Computer Science}, pages = {326-342}, volume = {68}, year = {2010}, abstract = { We recently introduced a technique that allows 3D information to be captured from a conventional flatbed scanner. The technique requires no hardware modification and allows untrained users to easily capture 3D datasets. Once captured, these datasets can be used for interactive relighting and enhancement of surface detail on physical objects. We have also found that the method can be used to scan and repair damaged photographs. Since only the 3D structure on these photographs will typically be surface tears and creases, our method provides an accurate procedure for automatically detecting these flaws without any user intervention. Once detected, automatic techniques, such as infilling and texture synthesis, can be leveraged to seamlessly repair such damaged areas. We here provide a more thorough exposition and significant new material. We first present a method that is able to repair damaged photographs with minimal user interaction and then show how we can achieve similar results using a fully automatic process. }, thumbnail = {http://www.crs4.it/vic/data/papers/visapp-2009-photo.jpg}, doi = {http://dx.doi.org/10.1007/978-3-642-11840-1_24}, } @InProceedings{Pintore:2010:AMM, idxkey = {}, idxproject = {SBLGSM-IRAD}, title = {An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions}, author = {Giovanni Pintore and Enrico Gobbetti and Fabio Marton and Russell Turner and Roberto Combet}, abstract = { We report on a real-time application supporting fast, realistic real-time rendering of asteroid datasets, as well as collision detection and response between the asteroid and prototype robotic surface exploration vehicles. The system organizes the asteroid surface into a two-level multiresolution structure, which embeds a fine-grained per-patch spatial index within a coarse-grained patch-based structure. The coarse-grained structure, maintained out-of-core, is used for fast batched I/O and GPU accelerated rendering, while the per-patch fine-grained structure is used to accelerate raycasting and collision queries. The resulting system has been tested with a simple robot lander and surface exploration simulator. The system models gravity using mass particles uniformly distributed within the asteroid bodies. Real-time performance is achieved on a commodity platform with giga triangle representations of asteroids 25143 Itokawa and 433 Eros.}, month = nov, year = 2010, pages = {9--16}, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Genoa, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2010-asteroid.pdf}, } @InProceedings{Marras:2010:TEG, idxkey = {}, idxproject = {DISTRICT-LAB3D}, title = {Two examples of GPGPU acceleration of memory-intensive algorithms}, author = {Stefano Marras and Claudio Mura and Enrico Gobbetti and Riccardo Scateni and Roberto Scopigno}, abstract = { The advent of GPGPU technologies has allowed for sensible speed-ups in many high-dimension, memory-intensive computational problems. In this paper we demonstrate the e ectiveness of such techniques by describing two applications of GPGPU computing to two di erent subfields of computer graphics, namely computer vision and mesh processing. In the first case, CUDA technology is employed to accelerate the computation of approximation of motion between two images, known also as optical flow. As for mesh processing, we exploit the massively parallel architecture of CUDA devices to accelerate the face clustering procedure that is employed in many recent mesh segmentation algorithms. In both cases, the results obtained so far are presented and thoroughly discussed, along with the expected future development of the work.}, month = nov, year = 2010, pages = {49--56}, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Genoa, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2010-gpgpu.pdf}, } @InProceedings{Giachetti:2010:EAE, idxkey = {}, idxproject = {3DANATOMICALHUMAN}, title = {Edge adaptive and energy preserving volume upscaling for high quality volume rendering}, author = {Andrea Giachetti and {Jos{\'e} Antonio} {Iglesias Guiti{\'a}n} and Enrico Gobbetti}, abstract = { We describe an edge-directed optimization-based method for volumetric data supersampling. The method is based on voxel splitting and iterative refinement performed with a greedy optimization driven by the smoothing of second order gray level derivatives and the assumption that the average gray level in the original voxels region cannot change. Due to these assumptions, the method, which is the 3D extension of a recently proposed technique, is particularly suitable for upscaling medical imaging data creating physically reasonable voxel values and overcoming the so-called partial volume effect. The good quality of the results obtained is demonstrated through experimental tests. Furthermore, we show how offline 3D upscaling of volumes can be coupled with recent techniques to perform high quality volume rendering of large datasets, obtaining a better inspection of medical volumetric data. }, month = nov, year = 2010, pages = {17--23}, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Genoa, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2010-upscaling.pdf}, } @InProceedings{Goswami:2010:HQI, idxproject = {}, author = {Prashant Goswami and Yanci Zhang and Renato Pajarola and Enrico Gobbetti}, title = {High Quality Interactive Rendering of Massive Point Models using Multi-way kd-Trees}, booktitle = {18th Pacific Conference on Computer Graphics and Applications (PG)}, year = 2010, abstract = { We present a simple and efficient technique for out-of-core multi-resolution construction and high quality visualization of large point datasets. The method introduces a novel hierarchical LOD data organization based on multi-way kd-trees that simplifies memory management and allows controlling the LOD tree's height. The technique is incorporated in a full end-to-end system, which is evaluated on complex models made of hundreds of millions of points. }, pages = {93--100}, url = {http://www.crs4.it/vic/data/papers/pg2010-multi-way-kdtrees.pdf}, thumbnail = {http://www.crs4.it/vic/data/papers/pg2010-multi-way-kdtrees.jpg}, doi = {10.1109/PacificGraphics.2010.20}, isbn = {978-1-4244-8288-7}, } @InProceedings{Agus:2010:SVS, idxproject = {3DANATOMICALHUMAN}, author = {Marco Agus and Enrico Gobbetti and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Fabio Marton}, title = {Split-Voxel: A Simple Discontinuity-Preserving Voxel Representation for Volume Rendering}, booktitle = {Proc. Volume Graphics}, year = 2010, pages = {21--28}, abstract = { The most common representation of volumetric models is a regular grid of cubical voxels with one value each, from which a smooth scalar field is reconstructed. However, common real-world situations include cases in which volumes represent physical objects with well defined boundaries separating different materials, giving rise to models with quasi-impulsive gradient fields. In our split-voxel representation, we replace blocks of $N^3$ voxels by one single voxel that is split by a feature plane into two regions with constant values. This representation has little overhead over storing precomputed gradients, and has the advantage that feature planes provide minimal geometric information about the underlying volume regions that can be effectively exploited for volume rendering. We show how to convert a standard mono-resolution representation into a out-of-core multiresolution structure, both for labeled and continuous scalar volumes. We also show how to interactively explore the models using a multiresolution GPU ray-casting framework. The technique supports real-time transfer function manipulation and proves particularly useful for fast multiresolution rendering, since accurate silhouettes are preserved even at very coarse levels of detail. }, url = {http://www.crs4.it/vic/data/papers/vg2010-split-voxel.pdf}, thumbnail = {http://www.crs4.it/vic/data/papers/vg2010-split-voxel.jpg}, } @InProceedings{Agus:2010:ELD, idxproject = {3DANATOMICALHUMAN}, author = {Marco Agus and Enrico Gobbetti and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Fabio Marton}, title = {Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays}, booktitle = {Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission}, year = 2010, note = {Paper 100, Electronic proceedings}, abstract = { Continuous automultiscopic displays represent a promising technology, able to drive users into really involving and compelling experiences. In this paper, we report on perceptual experiments carried out to evaluate the depth discrimination capabilities of this technology with respect to two-view (stereo) and discrete multi-view designs. The evaluation employed a large scale multi-projector 3D display offering continuous horizontal parallax in a room size workspace. Two tests were considered in the context of depth oblivious rendering technique: a layout discrimination task, and a path tracing task. Our results confirm that continuous multiview technology is able to elicit depth cues more efficiently with respect to standard stereo system, providing clear advantages in typical analysis tasks like network structures understanding. Furthermore, our results indicate that depth perception capabilities are closely related to the number of views provided by multiview systems. }, url = {http://www.crs4.it/vic/data/papers/3dpvt2010-evaluation.pdf}, thumbnail = {http://www.crs4.it/vic/data/papers/3dpvt2010-evaluation.jpg}, } @Article{Pintus:2010:SER, idxproject = {DISTRICT-LAB3D}, author = {Ruggero Pintus and Enrico Gobbetti and Paolo Cignoni and Roberto Scopigno}, title = {Shape Enhancement for Rapid Prototyping}, journal = {The Visual Computer}, volume = {26}, number = {6--8}, pages = {831-840}, year = 2010, abstract = { Many applications, for instance in the reverse engineering and cultural heritage field, require to build a physical replica of 3D digital models. Recent 3D printers can easily perform this task in a relatively short time and using color to reproduce object textures. However, the finite resolution of printers and, most of all, some peculiar optical and physical properties of the used materials reduce their perceptual quality. The contribution of this paper is a shape enhancing technique, which allows users to increase readability of the tiniest details in physical replicas, without requiring manual post-reproduction interventions. }, url = {http://www.crs4.it/vic/data/papers/cgi2010-shape-enhancement.pdf}, thumbnail = {http://www.crs4.it/vic/data/papers/cgi2010-shape-enhancement.jpg}, } @Article{Iglesias:2010:VDE, idxkey = {Surgical,VOLREN}, idxproject = {3DANATOMICALHUMAN}, author = {Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Enrico Gobbetti and Fabio Marton}, title = {View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays}, journal = {The Visual Computer}, volume = {26}, number = {6--8}, pages = {1037--1047}, year = 2010, abstract = { We report on a light-field display based virtual environment enabling multiple naked-eye users to perceive detailed multi-gigavoxel volumetric models as floating in space, responsive to their actions, and delivering different information in different areas of the workspace. Our contributions include a set of specialized interactive illustrative techniques able to provide different contextual information in different areas of the display, as well as an out-of-core CUDA based raycasting engine with a number of improvements over current GPU volume raycasters. The possibilities of the system are demonstrated by the multi-user interactive exploration of 64GVoxels datasets on a 35MPixel light field display driven by a cluster of PCs. }, url = {http://www.crs4.it/vic/data/papers/cgi2010-view-dependent.pdf}, } @InProceedings{Schmid:2010:GFP, idxproject = {3DANATOMICALHUMAN}, author = {J{\'e}r{\^o}me Schmid and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Enrico Gobbetti and Nadia Magnenat-Thalmann}, title = {A GPU framework for parallel segmentation of volumetric images using discrete deformable models}, booktitle = {Proc. 3DAnatomicalHuman Summer School}, year = 2010, abstract = { Although research in image segmentation has been very active during the last decades, it is still a very challenging problem. A lot of difficulties may arise related to, for example, the different image modalities, noise and artifacts of source images, or the shape and appearance variability of the structures to segment. Motivated by problems of image segmentation in the medical field, we present in this paper a GPU framework based on explicit discrete deformable models, implemented over the NVidia CUDA architecture, aimed for the segmentation of volumetric images. The framework supports the segmentation in parallel of different volumetric structures as well as interaction during the segmentation process and real-time visualization of the intermediate results. Promising results in terms of accuracy and speed on a real segmentation experiment have demonstrated the usability of the system. }, url = {http://www.crs4.it/vic/data/papers/3dah2010-extended-abstract-gpu-segmentation.pdf}, } @InProceedings{Giachetti:2010:EPU, idxproject = {3DANATOMICALHUMAN}, author = {Andrea Giachetti and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Enrico Gobbetti}, title = {An Energy Preserving Upscaling Technique for Enhanced Volume Rendering of Medical Data}, booktitle = {Proc. 3DAnatomicalHuman Summer School}, year = 2010, abstract = { In this paper we describe an edge-directed optimization-based method for volumetric data supersampling. Our method faces the problem of partial volume effect by upscaling the volumetric data, subdividing voxels in smaller parts and performing an optimization step keeping constant the energy of each original subdivided voxel while enhancing edge continuity. Experimental tests show the good quality of the results obtained with our approach. Furthermore, we show how offline 3D upscaling of volumes can be coupled with recent techniques to perform high quality volume rendering of large datsets, obtaining a better inspection of medical volumetric data. }, url = {http://www.crs4.it/vic/data/papers/3dah2010-extended-abstract-upscaling.pdf}, } @InProceedings{Ciuciu:2010:CSC, idxproject = {3DANATOMICALHUMAN}, author = {Ioana Ciuciu and Han Kang and Robert Meersman and J{\'e}r{\^o}me Schmid and Nadia Magnenat-Thalmann and Jos{\'e} Antonio {Iglesias Guiti{\'a}n} and Enrico Gobbetti}, title = {Collaborative Semantic Content Management: an Ongoing Case Study for Imaging Applications}, booktitle = {Proc. 11th European Conference on Knowledge Management}, address = {Conference held in Famalicao, Portugal}, year = 2010, month = sep, pages = {257--267}, abstract = { This paper presents a collaborative solution for knowledge management, implemented as a semantic content management system (CMS) with the purpose of knowledge sharing between users with different backgrounds. The CMS is enriched with semantic annotations, enabling content to be categorized, retrieved and published on the Web thanks to the Linked Open Data (LOD) principle which enables the linking of data inside existing resources using a standardized URI mechanism. Annotations are done collaboratively as a social process. Users with different backgrounds express their knowledge using structured natural language. The user knowledge is captured thanks to an ontologic approach and it can be further transformed into RDF(S) classes and properties. Ontologies are at the heart of our CMS and they naturally co-evolve with their communities of use to provide a new way of knowledge sharing inside the network. The ontology is modeled following the so-called DOGMA (Developing Ontology- Grounded Methods and Applications) paradigm, grounded in natural language. The approach will be demonstrated on a use case concerning the semantic annotation of anatomical data (e.g. medical images). }, url = {http://www.crs4.it/vic/data/papers/eckm2010-csc.pdf}, } %################################ %### 2009 %################################ @InCollection{Luo:2009:CPF, idxkey = {Surgical,VOLREN}, idxproject = {3DANATOMICALHUMAN}, author = {Yanlin Luo and Jos\'e Antonio {Iglesias Guiti\'an} and Enrico Gobbetti and Fabio Marton}, title = {Context Preserving Focal Probes for Exploration of Volumetric Medical Datasets}, booktitle = {Modelling the Physiological Human, 3D Physiological Human Workshop}, editor = {Nadia Magnenat-Thalmann}, series = ser-LNCS, publisher = pub-SV, volume = 5903, year = 2009, pages = {187--198}, abstract = { During real-time medical data exploration using volume rendering, it is often difficult to enhance a particular region of interest without losing context information. In this paper, we present a new illustrative technique for focusing on a user-driven region of interest while preserving context information. Our focal probes define a region of interest using a distance function which controls the opacity of the voxels within the probe, exploit silhouette enhancement and use non-photorealistic shading techniques to improve shape depiction. }, url = {http://www.crs4.it/vic/data/papers/3dph2009-illustrative.pdf} } @Booklet{Yoon:2009:IMM, idxproject = {V-CITY,BOEING777}, title = {Interactive Massive Model Rendering}, author = {Sung-eui Yoon and Dinesh Manocha and David Kasik and Enrico Gobbetti and Renato Pajarola and Philipp Slusallek}, howpublished = {IEEE VisWeek 2009 Course Notes}, address = {Atlantic City, NJ, USA}, month = oct, year = 2009, thumbnail = {http://www.crs4.it/vic/data/papers/visweek2009.jpg}, url = {}, } @InProceedings{DiBenedetto:2009:IRE, idxproject = {V-CITY}, author = {Marco {Di Benedetto} and Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Roberto Scopigno}, title = {Interactive Remote Exploration of Massive Cityscapes}, booktitle = {The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2009, month = Oct, pages = {9--16}, abstract = { We focus on developing a simple and efficient unified level-of-detail structure for networked urban model viewers. At the core of our approach is a revisitation of the BlockMap data structure, originally introduced for encoding coarse representations of blocks of buildings to be used as direction-independent impostors when rendering far-away city blocks. The contribution of this paper is manifold: we extend the BlockMap representation to support sloped surfaces and input-sensitive sampling of color; we introduce a novel sampling strategy for building accurate BlockMaps; we show that BlockMaps can be used as a versatile and robust way to parameterize the visible surface of a highly complex model; we improve the expressiveness of urban models rendering by integrating an ambient occlusion term in the representation and describe an efficient method for computing it; we illustrate the design and implementation of a urban models streaming and visualization system and demonstrate its efficiency when browsing large city models in a limited bandwidth setting. }, thumbnail = {http://www.crs4.it/vic/data/papers/vast2009-blockmaps.jpg}, url = {http://www.crs4.it/vic/data/papers/vast2009-blockmaps.pdf}, } @InProceedings{Bettio:2009:PSL, idxproject = {DISTRICT-LAB3D}, author = {Fabio Bettio and Enrico Gobbetti and Fabio Marton and Alex Tinti and Emilio Merella and Roberto Combet}, title = {A point-based system for local and remote exploration of dense 3D scanned models}, booktitle = {The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, year = 2009, month = Oct, pages = {25-32}, abstract = { We present a client-server framework for network distribution and real-time point-based rendering of large 3D models on commodity graphics platforms. Model inspection, based on a one-touch interface, is enriched by a bidirectional hyperlink system which provides access to multiple layers of multimedia contents linking different parts of the 3D model many information sources. In addition to view and light control, users can perform simple 3D operations like angle, distance and area measurements on the 3D model. An authoring tool derived from the basic client allows users to add multimedia content to the model description. Our rendering method is based on a coarse grained multiresolution structure, where each node contains thousands of point samples. At runtime, a view-dependent refinement process incrementally updates the current GPU-cached model representation from local or remote out-of-core data. Vertex and fragment shaders are used for high quality elliptical sample drawing and a variety of shading effects. The system is demonstrated with examples that range from documentation and inspection of small artifacts to exploration of large sites, in both a museum and a large scale distribution setting. }, thumbnail = {http://www.crs4.it/vic/data/papers/vast2009-nembo.jpg}, url = {http://www.crs4.it/vic/data/papers/vast2009-nembo.pdf}, } @InProceedings{Cuccuru:2009:FLM, idxproject = {DISTRICT-LAB3D}, author = {Gianmauro Cuccuru and Enrico Gobbetti and Fabio Marton and Renato Pajarola and Ruggero Pintus}, title = {Fast low-memory streaming MLS reconstruction of point-sampled surfaces}, booktitle = {Graphics Interface}, year = 2009, month = May, pages = {15--22}, abstract = { We present a simple and efficient method for reconstructing triangulated surfaces from massive oriented point sample datasets. The method combines streaming and parallelization, moving least-squares (MLS) projection, adaptive space subdivision, and regularized isosurface extraction. Besides presenting the overall design and evaluation of the system, our contributions include methods for keeping in-core data structures complexity purely locally output-sensitive and for exploiting both the explicit and implicit data produced by a MLS projector to produce tightly fitting regularized triangulations using a primal isosurface extractor. Our results show that the system is fast, scalable, and accurate. We are able to process models with several hundred million points in about an hour and outperform current fast streaming reconstructors in terms of geometric accuracy. }, url = {http://www.crs4.it/vic/data/papers/gi09-streamls.pdf} } @Booklet{Magnenat:2009:3AM, idxproject = {3DANATOMICALHUMAN}, title = {3D Anatomical Modelling and Simulation Concepts}, author = {Nadia Magnenat-Thalmann and J{\'e}r{\^o}me Schmid and Herv{\'e} Delingette and Marco Agus and Jos{\'e} Antonio Iglesias Guiti{\'a}n}, howpublished = {Eurographics 2009 Course Notes}, address = {Eurographics 2009, Munich}, month = aug, year = 2009, thumbnail = {http://www.crs4.it/vic/data/papers/eg2007.jpg}, url = {}, } @Article{Agus:2009:I3M, idxkey = {MR,VOLREN}, idxproject = {3DANATOMICALHUMAN,CYBERSAR}, author = {Marco Agus and Fabio Bettio and Andrea Giachetti and Enrico Gobbetti and {Jos\'e Antonio} {Iglesias Guiti\'an} and Fabio Marton and Jonas Nilsson and Giovanni Pintore}, title = {An interactive 3D medical visualization system based on a light field display}, journal = {The Visual Computer}, year = 2009, volume = 25, number = 9, pages = {883--893}, abstract = { We present a prototype medical data visualization system exploiting a light field display and custom direct volume rendering techniques to enhance understanding of massive volumetric data, such as CT, MRI, and PET scans. The system can be integrated with standard medical image archives and extends the capabilities of current radiology workstations by supporting real-time rendering of volumes of potentially unlimited size on light field displays generating dynamic observer-independent light fields. The system allows multiple untracked naked-eye users in a sufficiently large interaction area to coherently perceive rendered volumes as real objects, with stereo and motion parallax cues. In this way, an effective collaborative analysis of volumetric data can be achieved. Evaluation tests demonstrate the usefulness of the generated depth cues and the improved performance in understanding complex spatial structures with respect to standard techniques. }, url = {http://www.crs4.it/vic/data/papers/tvc2009-holo3dph.pdf}, doi = {10.1007/s00371-009-0311-y} } @InProceedings{Agus:2009:AMM, idxproject = {CYBERSAR}, author = {Marco Agus and Fabio Bettio and Enrico Gobbetti and Fabio Marton and Antonio Zorcolo}, title = {Advances in massive model visualization in the CYBERSAR project}, booktitle = {Final workshop of GRID projects, PON RICERCA 2000-2006, AVVISO 1575}, year = 2009, month = Feb, pages = {}, abstract = { We provide a survey of the major results obtained within the CYBERSAR project in the area of massive data visualization. Despite the impressive improvements in graphics and computational hardware performance, interactive visualization of massive models still remains a challenging problem. To address this problem, we developed methods that exploit the programmability of latest generation graphics hardware, and combine coarse-grained multiresolution models, chunk-based data management with compression, incremental view-dependent level-of-detail selection, and visibility culling. The models that can be interactively rendered with our methods range from multi-gigabyte-sized datasets for general 3D meshes or scalar volumes, to terabyte-sized datasets in the restricted 2.5D case of digital terrain models. Such a performance enables novel ways of exploring massive datasets. In particular, we have demonstrated the capability of driving innovative light field displays able of giving multiple freely moving naked-eye viewers the illusion of seeing and manipulating massive 3D objects with continuous viewer-independent parallax. }, thumbnail = {http://www.crs4.it/vic/img/thumbnail/th_cybersar.jpg}, url = {http://www.crs4.it/vic/data/papers/cybersar2009-massive.pdf} } @InProceedings{Agus:2009:RRR, idxproject = {CYBERSAR}, author = {Marco Agus and Fabio Bettio and Enrico Gobbetti and Fabio Marton and Antonio Zorcolo}, title = {Recent results in rendering massive models on horizontal parallax-only light field displays}, booktitle = {Final workshop of GRID projects, PON RICERCA 2000-2006, AVVISO 1575}, year = 2009, month = Feb, pages = {}, abstract = { In this contribution, we report on specialized out-of-core multiresolution real-time rendering systems able to render massive surface and volume models on a special class of horizontal parallax-only light field displays. The displays are based on a specially arranged array of projectors emitting light beams onto a holographic screen, which then makes the necessary optical transformation to compose these beams into a continuous 3D view. The rendering methods employ state-of-the-art out-of-core multiresolution techniques able to correctly project geometries onto the display and to dynamically adapt model resolution by taking into account the particular spatial accuracy characteristics of the display. The programmability of latest generation graphics architectures is exploited to achieve interactive performance. As a result, multiple freely moving naked-eye viewers can inspect and manipulate virtual 3D objects that appear to them floating at fixed physical locations. The approach provides rapid visual understanding of complex multi-gigabyte surface models and volumetric data sets. }, thumbnail = {http://www.crs4.it/vic/img/thumbnail/th_cybersar.jpg}, url = {http://www.crs4.it/vic/data/papers/cybersar2009-holo.pdf} } @InProceedings{Pintus:2009:PRS, idxkey = {}, idxproject = {}, author = {Ruggero Pintus and Thomas Malzbender and Oliver Wang and Ruth Bergman and Hila Nachlieli and Gitit Ruckenstein}, title = {Photo Repair and 3D Structure from Flatbed Scanners}, booktitle = {VISAPP International Conference on Computer Vision Theory and Applications}, year = 2009, month = Feb, pages = {40--50}, abstract = { We introduce a technique that allows 3D information to be captured from a conventional flatbed scanner. The technique requires no hardware modification and allows untrained users to easily capture 3D datasets. Once captured, these datasets can be used for interactive relighting and enhancement of surface detail on physical objects. We have also found that the method can be used to scan and repair damaged photographs. Since the only 3D structure on these photographs will typically be surface tears and creases, our method provides an accurate procedure for automatically detecting these flaws without any user intervention. Once detected, automatic techniques, such as infilling and texture synthesis, can be leveraged to seamlessly repair such damaged areas. We first present a method that is able to repair damaged photographs with minimal user interaction and then show how we can achieve similar results using a fully automatic process. }, thumbnail = {http://www.crs4.it/vic/data/papers/visapp-2009-photo.jpg}, url = {http://www.crs4.it/vic/data/papers/visapp-2009-photo.pdf}, } %################################ %### 2008 %################################ @InProceedings{Agus:2008:IAE, idxkey = {Surgical,MR,VOLREN,HOLO}, idxproject = {3DANATOMICALHUMAN}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Jos\'e Antonio {Iglesias Guiti\'an} and Jonas Nilsson and Giovanni Pintore and Gianluigi Zanetti}, title = {Implementation and evaluation of an interactive volume visualization system on a lightfield display}, booktitle = {First 3D Physiological Human Workshop}, year = 2008, month = Dec, note = {Conference Abstract}, url = {http://www.crs4.it/vic/data/papers/3dph08-holo-summary.pdf} } @InProceedings{Pintus:2008:3SF, idxkey = {}, idxproject = {DISTRICT-LAB3D}, author = {Ruggero Pintus and Simona Podda and Massimo Vanzi}, title = {3D Sculptures From SEM Images}, booktitle = {EMC 2008 14th European Microscopy Congress 1-5 September 2008, Aachen, Germany}, year = 2008, pages = {597--598}, publisher = {Springer}, MASKEDurl = {http://www.crs4.it/vic/data/papers/FIXME}, } @Article{Pintus:2008:IAP, idxkey = {}, idxproject = {DISTRICT-LAB3D}, author = {Ruggero Pintus and Simona Podda and Massimo Vanzi}, title = {Improvements in automated photometric stereo 3D SEM}, journal = {Microscopy and Microanalysis}, year = 2008, volume = 14, number = {Suppl. 2}, pages = {608--609}, note = {Extended abstract of a paper presented at Microscopy and Microanalysis 2008 in Albuquerque, New Mexico, USA, August 3 -- August 7, 2008}, thumbnail = {http://www.crs4.it/vic/data/papers/mm-2008-improvements.jpg}, MASKEDurl = {http://www.crs4.it/vic/data/papers/mm-2008-improvements.pdf}, } @Article{Mighela:2008:SRC, idxkey = {}, idxproject = {DISTRICT-LAB3D}, author = {Francesca Mighela and Cristian Perra and Ruggero Pintus and Simona Podda and Massimo Vanzi}, title = {SEM Remote Control with a 3D Option}, journal = {Microscopy and Microanalysis}, year = 2008, volume = 14, number = {Suppl. 2}, pages = {892--893}, note = {Extended abstract of a paper presented at Microscopy and Microanalysis 2008 in Albuquerque, New Mexico, USA, August 3 -- August 7, 2008}, thumbnail = {http://www.crs4.it/vic/data/papers/mm-2008-sem-remote.jpg}, MASKEDurl = {http://www.crs4.it/vic/data/papers/mm-2008-sem-remote.pdf}, } @InProceedings{Cignoni:2008:CER, idxkey = {}, idxproject = {DISTRICT-LAB3D}, author = {Paolo Cignoni and Enrico Gobbetti and Ruggero Pintus and Roberto Scopigno}, title = {Color Enhancement Techniques for Rapid Prototyping}, booktitle = {The 9th International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, month = Dec, year = 2008, pages = {9-16}, abstract = { We propose to exploit the color capabilities of recent rapid pototyping hardware devices to enhance the visual appearance of reproduced objects. In particular, by carefully pre-computing surface shading, we are able to counterbalance the sub-surface scattering (SSS) effects that hinder the perception of fine surface details. As a practical result, we are able to reproduce small scale copies of cultural heritage artifacts with an increased readability of the tiniest features and particulars, without requiring manual post-reproduction interventions or hand painting. }, url = {http://www.crs4.it/vic/data/papers/vast2008-colorprint.pdf}, } @InCollection{Guitian:2008:IUM, idxproject = {DISTRICT-LAB3D}, author = {{Jos\'e Antonio} {Iglesias Guiti\'an} and Marco Agus}, title = {Interfacce uomo-macchina nella Realt\`a Virtuale}, booktitle = {Human Computer Interaction -- fondamenti e prospettive}, editor = {Alessandro Soro}, publisher = {Polimetrica}, month = {}, year = 2008, pages = {289-330}, url = {http://www.crs4.it/vic/data/papers/hcim2008-interfacce.pdf}, abstract = { Questo capitolo fornisce una descrizione dei principali elementi che influenzano l'interazione uomo-macchina in riferimento alla realt\`a virtuale, per come si configurano attualmente, e per come si prevede si svilupperanno in un prossimo futuro. }, note = {In italian} } @Book{Yoon:2008:RTM, author = {Sung-eui Yoon and Enrico Gobbetti and David Kasik and Dinesh Manocha}, title = {Real-time Massive Model Rendering}, publisher = {Morgan and Claypool}, year = 2008, volume = 2, number = 1, series = {Synthesis Lectures on Computer Graphics and Animation}, month = Aug, abstract= { Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models. These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management. We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware. }, url = {http://www.crs4.it/vic/data/papers/synlec2008-rtmmr-monograph.pdf}, doi = {10.2200/S00131ED1V01Y200807CGR007}, eprint = {http://www.morganclaypool.com/doi/pdf/10.2200/S00131ED1V01Y200807CGR007}, } @InProceedings{Agus:2008:AVD, idxkey = {Surgical,MR,VOLREN,HOLO}, idxproject = {3DANATOMICALHUMAN,CYBERSAR}, title = {Towards advanced volumetric display of the human musculoskeletal system}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and {Jos\'e Antonio} {Iglesias Guiti\'an} and Fabio Marton}, abstract = { We report on our research results on effective volume visualization techniques for medical and anatomical data. Our volume rendering approach employs GPU accelerated out-of-core direct rendering algorithms to fully support high resolution, 16 bits, raw medical datasets as well as segmentation. Images can be presented on a special light field display based on projection technology. Human anatomical data appear to moving viewers floating in the light field display space and can be interactively manipulated. }, month = jun, year = 2008, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Salerno, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2008-movr.pdf}, } @Article{Gobbetti:2008:SGR, idxkey = {MR,VOLREN}, idxproject = {3DANATOMICALHUMAN,CYBERSAR}, author = {Enrico Gobbetti and Fabio Marton and {Jos\'e Antonio} {Iglesias Guiti\'an}}, title = {A single-pass {GPU} ray casting framework for interactive out-of-core rendering of massive volumetric datasets}, journal = {The Visual Computer}, year = 2008, volume = 24, number = {7-9}, pages = {797--806}, abstract = { We present an adaptive out-of-core technique for rendering massive scalar volumes employing single pass GPU raycasting. The method is based on the decomposition of a volumetric dataset into small cubical bricks, which are then organized into an octree structure maintained out-of-core. The octree contains the original data at the leaves, and a filtered representation of children at inner nodes. At runtime an adaptive loader, executing on the CPU, updates a view- and transfer function-dependent working set of bricks maintained on GPU memory by asynchronously fetching data from the out-of-core octree representation. At each frame, a compact indexing structure, which spatially organizes the current working set into an octree hierarchy, is encoded in a small texture. This data structure is then exploited by an efficient stackless raycasting algorithm, which computes the volume rendering integral by visiting non-empty bricks in front-to-back order and adapting sampling density to brick resolution. Block visibility information is fed back to the loader to avoid refinement and data loading of occluded zones. The resulting method is able to interactively explore multi-giga-voxel datasets on a desktop PC. }, note = {Proc. CGI 2008}, url = {http://www.crs4.it/vic/data/papers/cgi2008-movr.pdf} } @InProceedings{Gobbetti:2008:TSM, idxkey = {MR}, idxproject = {CYBERSAR,BOEING777}, author = {Enrico Gobbetti and Dave Kasik and Sung-eui Yoon}, title = {Technical Strategies for Massive Model Visualization}, booktitle = {Proc. ACM Solid and Physical Modeling Symposium}, organization = pub-ACM, publisher = pub-ACM:adr, year = 2008, pages = {405-415}, abstract = { Interactive visualization of massive models still remains a challenging problem. This is mainly due to a combination of ever increasing model complexity with the current hardware design trend that leads to a widening gap between slow data access speed and fast data processing speed. We argue that developing efficient data access and data management techniques is key in solving the problem of interactive visualization of massive models. Particularly, we discuss visibility culling, simplification, cache-coherent layouts, and data compression techniques as efficient data management techniques that enable interactive visualization of massive models. }, url = {http://www.crs4.it/vic/data/papers/spm2008-survey.pdf}, } @InProceedings{Balet:2008:CPS, idxkey = {Terrain, TCR, MR}, idxproject = {CRIMSON}, author = {Olivier Balet and Jerome Duysens and Jerome Comptdaer and Enrico Gobbetti and Roberto Scopigno}, title = {The {CRIMSON} Project: Simulating Populations in Massive Urban Environments}, booktitle = {Proc. 8th World Congress on Computational Mechanics}, year = 2008, pages = {}, abstract = { This short paper reviews some of the results obtained withing the European Project CRIMSON. }, url = {http://www.crs4.it/vic/data/papers/wccm2008-crimson.pdf}, } @Article{Agus:2008:GAD, idxdatesub = "2007:9", idxdatepub = "2008:4", idxkey = {MR, Holography, VolRen}, idxproject = {CYBERSAR,3DANATOMICALHUMAN}, author = {Marco Agus and Enrico Gobbetti and {Jos\'e Antonio} {Iglesias Guiti\'an} and Fabio Marton and Giovanni Pintore}, title = {GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 2008, volume = 27, number = 3, pages = {231--240}, abstract = { We present a GPU accelerated volume ray casting system interactively driving a multi-user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering technique able to provide multiple freely moving naked-eye viewers the illusion of seeing and manipulating virtual volumetric objects floating in the display workspace. In our approach, a GPU ray-caster follows rays generated by a multiple-center-of-projection technique while sampling pre-filtered versions of the dataset at resolutions that match the varying spatial accuracy of the display. The method achieves interactive performance and provides rapid visual understanding of complex volumetric data sets even when using depth oblivious compositing techniques. }, note = {Proc. Eurographics 2008}, url = {http://www.crs4.it/vic/data/papers/eg2008-hgvr.pdf}, } @Article{Bettio:2008:SRM, idxdatesub = "2004:7", idxdatepub = "2004:12", idxkey = {MR, Holography, Parallel}, idxproject = {CYBERSAR}, author = {Fabio Bettio and Enrico Gobbetti and Fabio Marton and Giovanni Pintore}, title = {Scalable Rendering of Massive Triangle Meshes on Light Field Displays}, journal = {Computers \& Graphics}, publisher = pub-ELS, address = pub-ELS:adr, year = 2008, volume = {32}, number = {1}, month = feb, pages = {55-64}, abstract = { We report on a multiresolution rendering system driving light field displays based on a specially arranged array of projectors and a holographic screen. The system gives multiple freely moving naked-eye viewers the illusion of seeing and manipulating 3D objects with continuous viewer-independent parallax. Multi-resolution techniques which take into account the displayed light field geometry are employed to dynamically adapt model resolution to display capabilities and timing constraints. The approach is demonstrated on two different scales: a desktop PC driving a 7.4Mbeams TV-size display, and a cluster-parallel solution driving a large (1.6x0.9 meters) 35Mbeams display which supports a room-size working space. In both cases, massive meshes of tens of millions of triangles are manipulated at interactive rates. }, url = {http://www.crs4.it/vic/data/papers/cag2008-holo.pdf}, } @Booklet{Yoon:2008:IMM, idxproject = {CYBERSAR,BOEING777}, title = {Interactive Massive Model Rendering}, author = {Sung-eui Yoon and Andreas Dietrich and Enrico Gobbetti and Dinesh Manocha and Fabio Marton and Renato Pajarola and Philipp Slusallek}, howpublished = {SIGGRAPH Asia 2008 Course Notes}, address = {SIGGRAPH Asia 2008, Singapore}, month = dec, year = 2008, thumbnail = {http://www.crs4.it/vic/data/papers/siggraphasia2008.jpg}, url = {}, } @Booklet{Kasik:2008:MMV, idxproject = {CYBERSAR,BOEING777}, title = {Massive Model Visualization Techniques}, author = {David Kasik and Andreas Dietrich and Enrico Gobbetti and Dinesh Manocha and Fabio Marton and Philipp Slusallek and Abe Stephens and Sung-eui Yoon}, howpublished = {SIGGRAPH 2008 Course Notes}, address = {SIGGRAPH 2008, San Diego}, month = aug, year = 2008, thumbnail = {http://www.crs4.it/vic/data/papers/siggraph2008.jpg}, url = {}, } %################################ %### 2007 %################################ @Booklet{Magnenat:2007:TVP, idxproject = {3DANATOMICALHUMAN}, title = {Towards the Virtual Physiological Human}, author = {Nadia Magnenat-Thalmann and Benjamin Gilles and Herv{\'e} Delingette and Andrea Giachetti and Marco Agus}, howpublished = {Eurographics 2007 Course Notes}, address = {Eurographics 2007, Prague}, month = aug, year = 2007, thumbnail = {http://www.crs4.it/vic/data/papers/eg2007.jpg}, url = {}, } @Booklet{Kasik:2007:SAM, idxproject = {CYBERSAR,BOEING777}, title = {State of the Art in Massive Model Visualization}, author = {David Kasik and Dinesh Manocha and Abe Stephens and Beat Bruderlin and Philipp Slusallek and Andreas Dietrich and Enrico Gobbetti and Fabio Marton and Wagner Correa and Inigo Quilez}, howpublished = {SIGGRAPH 2007 Course Notes}, address = {SIGGRAPH 2007, San Diego}, month = aug, year = 2007, thumbnail = {http://www.crs4.it/vic/data/papers/siggraph2007.jpg}, } @Article{Dietrich:2007:MMR, idxkey = {MR}, idxproject = {CYBERSAR,BOEING777}, author = {Andreas Dietrich and Enrico Gobbetti and Sung-Eui Yoon}, title = {Massive-Model Rendering Techniques: A Tutorial}, journal = j-IEEE-CGA, year = 2007, volume = {27}, number = {6}, month = "nov/dec", pages = {20--34}, abstract = { The currently observed exponentially increasing size of 3D models prohibits rendering them using brute force methods. Researchers have proposed various outputsensitive rendering algorithms to overcome this challenge. This article provides an overview of this technology. }, thumbnail = {http://www.crs4.it/vic/data/papers/cga07-massive.jpg}, } @InProceedings{Brelstaff:2007:PDE, idxkey = {Holography}, idxproject = {COHERENT}, author = {Gavin Brelstaff and Marco Agus and Enrico Gobbetti and Gianluigi Zanetti}, title = {Pseudo-holographic device elicits rapid depth cues despite random-dot surface masking}, booktitle = {Perception, ECVP 2007 Abstract Supplement}, address = {Conference held in Arezzo, Italy}, pages = 202, year = 2007, volume = 36, abstract = { Experiments with random-dot masking demonstrate that, in the absence of cues mundanely available to 2-D displays (object occlusion, surface shading, perspective foreshortening, and texture gradients), Holografika's large-screen multi-projector video system (COHERENT-IST-FP6-510166) elicits useful stereoscopic and motion-parallax depth cues, and does so in under 2 s. We employed a simplified version of Julesz's (c. 1971) famous spiral ramp surface: a 3-layer cylindrical wedding-cake--via an openGL model that subjects viewed along its concentric axis. By adjusting its parameters, two sets of model-stimuli were rendered: one with a uniform large field of depth and one where the field was effectively flat. Each of eleven, pre-screened, subjects completed four experiments, each consisting of eight trials in a 2IFC design whereby they indicated in which interval they perceived the greatest field of depth. The experiments tested one-eye static, one-eye head-swaying, two-eye static, and two-eye head-swaying observation--in that order. Scores improved also in that order.}, url = {http://www.crs4.it/vic/data/papers/ecvp2007-holo.pdf}, } @Article{Cignoni:2007:RCB, idxkey = {Terrain, TCR, MR}, idxproject = {}, author = {Paolo Cignoni and Marco {Di Benedetto} and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Roberto Scopigno}, title = {Ray-Casted BlockMaps for Large Urban Models Visualization}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 2007, volume = 26, number = 3, month = sep, pages = {405--413}, abstract = { We introduce a GPU-friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the efficient encoding and rendering of a small set of textured buildings far from the viewer. A BlockMap compactly represents a set of textured vertical prisms with a bounded on-screen footprint. BlockMaps are stored into small fixed size texture chunks and efficiently rendered through GPU raycasting. Blockmaps can be seamlessly integrated into hierarchical data structures for interactive rendering of large textured urban models. We illustrate an efficient output-sensitive framework in which a visibility-aware traversal of the hierarchy renders components close to the viewer with textured polygons and employs BlockMaps for far away geometry. Our approach provides a bounded size far distance representation of cities, naturally scales with the improving shader technology, and outperforms current state of the art approaches. Its efficiency and generality is demonstrated with the interactive exploration of a large textured model of the city of Paris on a commodity graphics platform. }, url = {http://www.crs4.it/vic/data/papers/eg2006-blockmaps.pdf}, note = {Proc. Eurographics 2007}, } @Article{Pajarola:2007:SSR, idxkey = {MR, Terrain}, idxproject = {CYBERSAR}, author = {Renato Pajarola and Enrico Gobbetti}, title = {Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering}, journal = {The Visual Computer}, year = 2007, volume = 23, number = 8, pages = {583--605}, abstract = { Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multi-resolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy. }, url = {http://www.crs4.it/vic/data/papers/tvc2007-semi-regular.pdf} } @Proceedings{Gobbetti:2007:CGIM, title = {The IASTED Conference on Computer Graphics and Imaging}, year = 2007, booktitle = {Proc. IASTED CGIM}, editor = {Enrico Gobbetti}, isbn = {978-0-88986-644-7}, address = {Conference held in Innsbruck, Austria, February 13-15}, organization = {IASTED}, url = {http://www.crs4.it/vic/data/papers/IASTED-CGIM2007-Foreword.pdf} } @InProceedings{Bettio:2007:MVM, idxkey = {MR, Holography, Parallel}, idxproject = {CYBERSAR}, author = {Fabio Bettio and Enrico Gobbetti and Fabio Marton and Giovanni Pintore}, title = {Multiresolution Visualization of Massive Models on a Large Spatial 3D Display}, abstract = { }, booktitle = {Proc. Eurographics Symposium on Parallel Graphics and Visualization}, month = may, year = 2007, organization = pub-EUROGRAPHICS, publisher = pub-EUROGRAPHICS:adr, note = {}, thumbnail = {http://www.crs4.it/vic/data/papers/egpgv07-holo.jpg}, url = {}, } @InProceedings{Bettio:2007:HQN, idxkey = {MR, Terrain, Streaming}, idxproject = {VICTERRAIN3D, CYBERSAR}, author = {Fabio Bettio and Enrico Gobbetti and Fabio Marton and Giovanni Pintore}, title = {High-quality networked terrain rendering from compressed bitstreams}, abstract = { We describe a compressed multiresolution representation and a client-server architecture for supporting interactive high quality remote visualization of very large textured planar and spherical terrains. Our approach incrementally updates a chunked level-of-detail BDAM hierarchy by using precomputed wavelet coefficient matrices decoded from a compressed bitstream originating from a thin server. The structure combines the aggressive compression rates of wavelet-based image representations with the ability to ensure overall geometric continuity for variable resolution views of planar and spherical terrains with no need for run-time stitching. The efficiency of the approach is demonstrated on a large scale interactive remote visualization of global and local terrains on ADSL networks. A library implementing an early version of this work has been incorporated into a widely distributed geo-viewing system with tens of thousands of clients. }, booktitle = {Proc. ACM Web3D International Symposium}, pages = {37-44}, month = apr, year = 2007, organization = pub-ACM, publisher = pub-ACM:adr, url = {http://www.crs4.it/vic/data/papers/web3d2007-wsbdam.pdf} } @InProceedings{Bettio:2007:RCS, idxkey = {Surgical}, idxproject = {FIXME}, title = {A practical vision based approach to unencumbered direct spatial manipulation in virtual worlds}, author = {Fabio Bettio and Andrea Giachetti and Enrico Gobbetti and Fabio Marton and Giovanni Pintore}, abstract = { We present a practical approach for developing interactive environments that allows humans to interact with large complex 3D models without them having to manually operate input devices. The system provides support for scene manipulation based on hand tracking and gesture recognition and for direct 3D interaction with the 3D models in the display space if a suitably registered 3D display is used. Being based on markerless tracking of a user's two hands, the system does not require users to wear any input or output devices. 6DOF input is provided by using both hands simultaneously, making the tracker more robust since only tracking of position information is required. The effectiveness of the method is demonstrated with a simple application for model manipulation on a large stereo display, in which rendering constraints are met by employing state-of-the-art multiresolution techniques. }, month = feb, year = 2007, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Trento, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2007-handtracking.pdf}, } @InProceedings{Agus:2007:MVN, idxkey = {Surgical}, idxproject = {COHERENT}, title = {Medical Visualization with New Generation Spatial 3D Displays}, author = {Marco Agus and Fabio Bettio and Enrico Gobbetti and Giovanni Pintore}, abstract = { In this paper the capabilities of a modern spatial 3D display are exploited for medical visualization tasks. The system gives multiple viewers the illusion of seeing virtual objects floating at fixed physical locations. The usage of this kind of display in conjunction with 3D visualization techniques helps disambiguating complex images, so it is proven to be a real advantage for immediate understanding and visualization of medical data. We demonstrate this by reporting on some preliminary test cases of direct volume rendering techniques~(Maximum Intensity Projection and X Ray simulation), as well as an example of a collaborative medical diagnostic application for analysis of Abdominal Aortic Aneurysms. }, month = feb, year = 2007, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Trento, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2007-holomedical.pdf}, } %################################ %### 2006 %################################ @Booklet{Kasik:2006:SAM, idxproject = {BOEING777}, title = {Real-Time Interactive Massive Model Visualization}, author = {David Kasik and Dinesh Manocha and Abe Stephens and Beat Bruderlin and Philipp Slusallek and Enrico Gobbetti and Wagner Correa and Inigo Quilez}, howpublished = {Eurographics 2006 Course Notes}, address = {Eurographics 2006, Vienna}, month = sep, year = 2006, thumbnail = {http://www.crs4.it/vic/data/papers/eg2006.jpg}, url = {}, } @InProceedings{Agus:2006:RTS, idxkey = {Surgical}, idxproject = {EYESIM1}, author = {Marco Agus and Enrico Gobbetti and Giovanni Pintore and Gianluigi Zanetti and Antonio Zorcolo}, title = {Real Time Simulation of Phaco-emulsification for Cataract Surgery Training}, editor = {}, booktitle = {Workshop in Virtual Reality Interactions and Physical Simulations (VRIPHYS 2006)}, pages = {}, publisher = pub-EUROGRAPHICS, address = {}, note ={Conference held in Madrid, Spain, November 6-7}, isbn = {}, month = nov, year = {2006}, abstract = { We present a real--time simulation of the phaco-emulsification task in a virtual reality training system for cataract surgery. Phaco--emulsification consists in breaking in small fragments and completely removing the eye crystalline lens by employing an ultra--sound tool called phaco--emulsificator. Our approach employs a mesh-less shape--based dynamic algorithm integrated with a simplex geometry representation in order to efficiently handle the rendering process and the continuous modifications involved by the surgical tool interaction, and with a smoothed particle hydrodynamics scheme with spatial ordering for handling fragments interactions. The complete training system also simulates other tasks involved in cataract surgery, like the corneal incision and the capsulorhexis. The simulator runs on a multiprocessing PC platform and provides realistic physically-based visual simulations of tools interactions. The current setup employs SensAble PHANToM for simulating the interaction devices, and a binocular display for presenting images to the user. }, url = {http://www.crs4.it/vic/data/papers/vriphys2006-eyesim.pdf}, } @Article{Gobbetti:2006:CCB, idxkey = {Terrain, TCR, MR}, idxproject = {CRIMSON}, author = {Enrico Gobbetti and Fabio Marton and Paolo Cignoni and Marco Di Benedetto and Fabio Ganovelli}, title = {{C-BDAM} -- Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 2006, volume = 25, number = 3, month = sep, pages = {333-342}, abstract = { We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed Batched Dynamic Adaptive Meshes (\textit{C-BDAM}), is an extension of the BDAM and P-BDAM chunked level-of-detail hierarchy. In the C-BDAM approach, all patches share the same regular triangulation connectivity and incrementally encode their vertex attributes using a quantized representation of the difference with respect to values predicted from the coarser level. The structure provides a number of benefits: simplicity of data structures, overall geometric continuity for planar and spherical domains, support for variable resolution input data, management of multiple vertex attributes, efficient compression and fast construction times, ability to support maximum-error metrics, real-time decompression and shaded rendering with configurable variable level-of-detail extraction, and runtime detail synthesis. The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data. }, url = {http://www.crs4.it/vic/data/papers/eg2006-cbdam.pdf}, note = {Proc. Eurographics 2006}, } @InProceedings{Balogh:2006:IMH, idxkey = {Holography}, idxproject = {COHERENT}, author = {Tibor Balogh and Zsuzsa Dobranyi and Tamas Forgacs and Attila Molnar and Laszlo Szloboda and Enrico Gobbetti and Fabio Marton and Fabio Bettio and Giovanni Pintore and Gianluigi Zanetti and Eric Bouvier and Reinhard Klein}, title = {An Interactive Multi-User Holographic Environment}, series = {Annual Conference Series}, pages = {}, booktitle = {SIGGRAPH 2006 Emerging Technologies Proceedings}, year = {2006}, organization = {ACM SIGGRAPH}, publisher = pub-AW, month = aug, address = {Conference held in Boston, MA, USA}, abstract = { We present an interactive multi-user holographic environment that allows freely moving naked eye participants to share a large 3D scene with fully continuous, observer independent, parallax. }, url = {http://www.crs4.it/vic/data/papers/sig2006-etech-holo.pdf} } @InProceedings{Agocs:2006:LSI, idxkey = {Holography}, idxproject = {COHERENT}, author = {Tibor Agocs and Tibor Balogh and Tamas Forgacs and Fabio Bettio and Enrico Gobbetti and Gianluigi Zanetti}, title = {A Large Scale Interactive Holographic Display}, booktitle = {Proc. IEEE VR 2006 Workshop on Emerging Display Technologies}, abstract = { Our work focuses on the development of interactive multi-user holographic displays that allow freely moving naked eye participants to share a three dimensional scene with fully continuous, observer independent, parallax. Our approach is based on a scalable design that exploits a specially arranged array of projectors and a holographic screen. The feasibility of such an approach has already been demonstrated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by two DVI streams. In this short contribution, we illustrate our progress, presenting a 50M pixel display prototype driven by a dedicated cluster hosting multiple consumer level graphic cards. }, year = 2006, address = {Conference Held in Alexandria, VA, USA, March 26 2006}, note = {CD ROM Proceedings}, url = {http://www.crs4.it/vic/data/papers/ieeevr2006ws-holo.pdf} } @InProceedings{Agus:2006:RCS, idxkey = {Surgical}, idxproject = {EYESIM1}, title = {Real-time Cataract Surgery Simulation for Training}, author = {Marco Agus and Enrico Gobbetti and Giovanni Pintore and Gianluigi Zanetti and Antonio Zorcolo}, year = 2006, booktitle = {Eurographics Italian Chapter Conference}, address = {Conference held in Catania, Italy}, publisher = pub-EUROGRAPHICS, url = {http://www.crs4.it/vic/data/papers/egit2006-eyesim.pdf} } @InCollection{Bettio:2006:HCM, idxdatesub = "2005:07", idxdatepub = "2006:01", idxkey = {Holo, Surgical}, idxproject = {COHERENT}, author = {Fabio Bettio and Francesca Frexia and Andrea Giachetti and Enrico Gobbetti and Giovanni Pintore and Gianluigi Zanetti and Tibor Balogh and Tamas Forgacs and Tibor Agocs and Eric Bouvier}, title = {A Holographic Collaborative Medical Visualization System}, editor = {J. D. Westwood}, booktitle = {Medicine Meets Virtual Reality 2006}, publisher = pub-IOS, address = pub-IOS:adr, pages = {}, isbn = {}, month = jan, year = {2006}, abstract = { We report on our work on the development of a novel holographic display technology, capable of targeting multiple freely moving naked eye viewers, and of a demonstrator exploiting this technology to provide medical specialists with a truly interactive collaborative 3D environment for diagnostic discussions and/or pre-operative planning. }, url = {http://www.crs4.it/vic/data/papers/mmvr-2006.pdf}, } %################################ %### 2005 %################################ @InProceedings{Gobbetti:2005:CRH, idxdatesub = "2005:07", idxdatepub = "2005:11", idxkey = {TCR, Terrain}, idxproject = {CRIMSON}, author = {Enrico Gobbetti and Fabio Marton}, title = {Compression and rendering of high resolution planetary scale digital elevation models}, editor = {}, booktitle = {Proceedings of the Fifth MIMOS Conference}, publisher = {}, address = {Conference held in Turin, Italy, November 3--5, 2005}, pages = {}, isbn = {}, month = nov, year = {2005}, abstract = { In this contribution, we illustrate a technique for incorporating aggressive compression methods in the BDAM adaptive resolution framework for terrain rendering. The new structure provides a number of benefits: simplicity of data structures, overall geometric continuity, efficient compression and fast construction times, real-time decompression and rendering with configurable variable level-of-detail extraction, and runtime detail synthesis. }, url = {http://www.crs4.it/vic/data/papers/mimos2005-compressed-terrains.pdf}, note = {CD ROM Proceedings} } @InProceedings{Gobbetti:2005:IEG, idxdatesub = "2005:07", idxdatepub = "2005:11", idxkey = {TCR, Terrain, MR}, idxproject = {}, author = {Enrico Gobbetti and Fabio Marton}, title = {Interactive exploration of gigantic geometric models on commodity graphics platforms}, editor = {}, booktitle = {Proceedings of the Fifth MIMOS Conference}, publisher = {}, address = {Conference held in Turin, Italy, November 3--5, 2005}, pages = {}, isbn = {}, month = nov, year = {2005}, url = {http://www.crs4.it/vic/data/papers/mimos2005-large-models.pdf}, abstract = { Many important application domains, including remote sensing, 3D scanning, computer aided design, and numerical simulation, require the interactive inspection of huge geometric models. Despite the rapid improvement in hardware performance, rendering today's multi-gigabyte datasets at interactive rates largely overloads the performance and memory capacity of state-of-the-art hardware platforms. To overcome this limitation, researchers have proposed a wide variety of output-sensitive rendering algorithms, i.e., rendering techniques whose runtime and memory footprint is proportional to the number of image pixels, not to the total model complexity In this contribution, we illustrate our work on a new breed of techniques that are particularly well suited to harness the power of current graphics hardware. }, note = {CD ROM Proceedings} } @InProceedings{Bettio:2005:CIV, idxdatesub = "2005:07", idxdatepub = "2005:11", idxkey = {TCR, Surgical, Volren}, idxproject = {}, author = {Fabio Bettio and Francesca Frexia and Enrico Gobbetti and Giovanni Pintore and Gianluigi Zanetti and Tibor Balogh and Tamas Forgacs and Tibor Agocs and Eric Bouvier}, title = {Collaborative immersive visualization without goggles -- experiences in developing a holographics display system for medical applications}, editor = {}, booktitle = {Proceedings of the Fifth MIMOS Conference}, publisher = {}, address = {Conference held in Turin, Italy, November 3--5, 2005}, pages = {}, isbn = {}, month = nov, year = {2005}, abstract = { In this contribution, we report on the development of a novel holographic display technology that targets multiple freely moving naked eye viewers and of a collaborative medical application prototype that aims at exploiting this technology to provide medical specialists with a truly interactive 3D collaborative environment for diagnostic discussions and/or pre-operative planning. }, url = {http://www.crs4.it/vic/data/papers/mimos2005-holo.pdf}, note = {CD ROM Proceedings} } @Booklet{Gobbetti:2005:MGC, idxstatus = "Lecture", idxmedium = "Text", idxkey = {MR,TCR}, idxproject = {CRIMSON}, title = {Interactive Rendering of Massive Geometric Models}, author = {Enrico Gobbetti}, howpublished = {Tutorial notes, Eurographics Italy}, address = {Conference held in Pisa, Italy, February 17--18, CDROM Proceedings}, month = feb, year = 2005, url = {http://www.crs4.it/vic/data/papers/egit-2005-massive.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @InCollection{Bettio:2005:3FM, idxdatesub = "2005:03", idxdatepub = "2005:09", idxkey = {Surgical, Volren}, idxproject = {URBAN}, author = {Fabio Bettio and Francesca Frexia and Andrea Giachetti and Enrico Gobbetti and Giovanni Pintore and Gianluigi Zanetti}, title = {{3D} Functional Models of Monkey Brain through Elastic Registration of Histological Sections}, editor = {}, booktitle = {International Conference on Image Analysis and Processing}, publisher = pub-SV, address = pub-SV:adr, series = ser-LNCS, volume = {}, isbn = {}, pages = {}, month = sep, year = 2005, abstract = { In this paper we describe a method for the reconstruction and visualization of functional models of monkey brains. Models are built through the registration of high resolution images obtained from the scanning of histological sections with reference photos taken during the brain slicing. From the histological sections it is also possible to acquire specifically activated neuron coordinates introducing functional information in the model. Due to the specific nature of the images (texture information is useless and the sections could be deformed when they were cut and placed on glass) we solved the registration problem by extracting corresponding cerebral cortex borders (extracted with a snake algorithm), and computing from their deformation an image transform modeled as an affine deformation plus a non-linear field evaluated as an elastically constrained deformation minimizing contour distances. Registered images and contours are used then to build 3D models of specific brains by a software tool allowing the interactive visualization of cortical volumes together with the spatially referenced neurons classified and differently colored according to their functionalities. }, note = {Proc. ICIAP 2005, Cagliari, Italy, September 6--8, 2005}, url = {http://www.crs4.it/vic/data/papers/iciap05-brain.pdf}, } @InProceedings{Cignoni:2005:GFM, idxdatesub = "2005:03", idxdatepub = "2005:10", idxkey = {Terrain, TCR, MR}, idxproject = {}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {Batched Multi Triangulation}, booktitle = {Proceedings IEEE Visualization}, year = 2005, address = {Conference held in Minneapolis, MI, USA}, month = oct, publisher = pub-IEEE, pages = {207-214}, abstract = { The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a Directed Acyclic Graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. On current architectures, the classic MT is however unfit for real-time rendering, since DAG traversal costs vastly dominate raw rendering costs. In this paper, we redesign the MT framework in a GPU friendly fashion, moving its granularity from triangles to precomputed optimized triangle patches. The patches can be conveniently tri-stripped and stored in secondary memory to be loaded on demand, ready to be sent to the GPU using preferential paths. In this manner, central memory only contains the DAG structure and CPU workload becomes negligible. The major contributions of this work are: a new out-of-core multiresolution framework, that, just like the MT, encompasses a wide class of multiresolution structures; a robust and elegant way to build a well conditioned MT DAG by introducing the concept of V -partitions, that can encompass various state of the art multiresolution algorithms; an efficient multithreaded rendering engine and a general subsystem for the external memory processing and simplification of huge meshes. }, url = {http://www.crs4.it/vic/data/papers/ieeeviz2005-gpumt.pdf}, } @InProceedings{Brelstaff:2005:TPE, idxdatesub = "2005:05", idxdatepub = "2005:08", idxkey = {Haptics, Surgical}, idxproject = {SCACMI}, author = {Gavin Brelstaff and Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo and Bruno Picasso and Stefano Sellari Franceschini}, title = {Towards a psychophysical evaluation of a surgical simulator for bone-burring}, booktitle = {Proc. Second Symposium on Applied Perception in Graphics and Visualization}, year = 2005, address = {Conference held in A Coruña, Spain, August 22--26}, month = aug, publisher = pub-ACM, pages = {139-143}, abstract = { The CRS4 experimental bone-burr simulator implements visual and haptic effects through the incorporation of a physics-based contact model and patient-specific data. Psychophysical tests demonstrate that, despite its simplified model and its inherent technological constraints, the simulator can articulate material differences, and that its users can learn to associate virtual bone with real bone material. Tests addressed both surface probing and interior drilling task. We also explore a haptic contrast sensitivity function based on the model s two main parameters: an elastic constant and an erosion factor. Both parameters manifest power-law-like sensitivity with respective exponents of around two and three. Further tests may reveal how well simulator users perceive fine differences in bone material, like those encountered while drilling through real volume boundaries. }, url = {http://www.crs4.it/vic/data/papers/apgv05-psychophysical-burr.pdf}, } @InProceedings{Balogh:2005:SHS, idxkey = {Holography}, idxproject = {COHERENT}, author = {Tibor Balogh and Tamas Forgacs and Tibor Agocs and Olivier Balet and Eric Bouvier and Fabio Bettio and Enrico Gobbetti and Gianluigi Zanetti}, title = {A Scalable Hardware and Software System for the Holographic Display of Interactive Graphics Applications}, booktitle = {EUROGRAPHICS 2005 Short Papers Proceedings}, abstract = { We present a scalable holographic system design targeting multi-user interactive computer graphics applications. The display uses a specially arranged array of micro-displays and a holographic screen. Each point of the holographic screen emits light beams of different color and intensity to the various directions, in a controlled manner. The light beams are generated through a light modulation system arranged in a specific geometry and the holographic screen makes the necessary optical transformation to compose these beams into a perfectly continuous 3D view. With proper software control, the light beams leaving the various pixels can be made to propagate in multiple directions, as if they were emitted from physical objects at fixed spatial locations. The display is driven by DVI streams generated by multiple consumer level graphics boards and decoded in real-time by image processing units that feed the optical modules at high refresh rates. An OpenGL compliant library running on a client PC redefines the OpenGL behavior to multicast graphics commands to server PCs, where they are re-interpreted for implementing holographic rendering. The feasibility of the approach has been successfully evaluated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by three DVI streams. }, year = 2005, address = {Conference Held in Dublin, Ireland, August 2005}, url = {http://www.crs4.it/vic/data/papers/eg2005-holo.pdf} } @Article{Gobbetti:2005:FV, idxdatesub = "2005:1", idxdatepub = "2005:8", idxkey = {TCR, MR}, idxproject = {BOEING777}, author = {Enrico Gobbetti and Fabio Marton}, title = {{Far Voxels} -- A Multiresolution Framework for Interactive Rendering of Huge Complex 3D Models on Commodity Graphics Platforms}, journal = {ACM Transactions on Graphics}, publisher = pub-ACM, address = pub-ACM:adr, year = 2005, volume = 24, number = 3, month = aug, pages = {878--885}, abstract = { We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail framework. At preprocessing time, we generate a coarse volume hierarchy by binary space partitioning the input triangle soup. Leaf nodes partition the original data into chunks of a fixed maximum number of triangles, while inner nodes are discretized into a fixed number of cubical voxels. Each voxel contains a compact direction dependent approximation of the appearance of the associated volumetric subpart of the model when viewed from a distance. The approximation is constructed by a visibility aware algorithm that fits parametric shaders to samples obtained by casting rays against the full resolution dataset. At rendering time, the volumetric structure, maintained off-core, is refined and rendered in front-to-back order, exploiting vertex programs for GPU evaluation of view-dependent voxel representations, hardware occlusion queries for culling occluded subtrees, and asynchronous I/O for detecting and avoiding data access latencies. Since the granularity of the multiresolution structure is coarse, data management, traversal and occlusion culling cost is amortized over many graphics primitives. The efficiency and generality of the approach is demonstrated with the interactive rendering of extremely complex heterogeneous surface models on current commodity graphics platforms. }, url = {http://www.crs4.it/vic/data/papers/sig2005-farvox.pdf}, note = {Proc. SIGGRAPH 2005} } @InProceedings{Balogh:2005:SHD, idxkey = {Holography}, idxproject = {COHERENT}, author = {Tibor Balogh and Tamas Forgacs and Olivier Balet and Eric Bouvier and Fabio Bettio and Enrico Gobbetti and Gianluigi Zanetti}, title = {A Scalable Holographic Display for Interactive Graphics Applications}, booktitle = {Proc. IEEE VR 2005 Workshop on Emerging Display Technologies}, abstract = { We present a scalable holographic system design targeting multi-user interactive computer graphics applications. The display device is based on back-projection technology and uses a specially arranged array of microdisplays and a holographic screen. The display is driven by DVI streams generated by multiple consumer level graphics boards and decoded in real-time by image processing units that feed the optical modules at high refresh rates. An OpenGL compliant library running on a client PC redefines the OpenGL behavior to multicast graphics commands to server PCs, where they are reinterpreted in order to implement holographic rendering. The feasibility of the approach is demonstrated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by two DVI streams. }, year = 2005, address = {Conference Held in Bonn, Germany, March 13 2005}, note = {CD ROM Proceedings}, url = {http://www.crs4.it/vic/data/papers/ieeevr2005ws-holo.pdf} } %################################ %### 2004 %################################ @InProceedings{Agus:2004:HAD, idxdatesub = "2004:09", idxdatepub = "2004:06", idxkey = {TCR,VOLREN}, idxproject = {}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Hardware-Accelerated Dynamic Volume Rendering for Real--Time Surgical Simulation}, editor = {}, booktitle = {Workshop in Virtual Reality Interactions and Physical Simulations (VRIPHYS 2004)}, pages = {}, publisher = {}, address = {}, note ={Conference held in Colima, Mexico, September 20-21, 2004}, isbn = {}, month = sep, year = {2004}, abstract = { We developed a direct volume rendering technique, that supports low latency real time visual feedback in parallel with physical simulation on commodity graphics platforms. In our approach, a fast approximation of the diffuse shading equation is computed on the fly by the graphics pipe-line directly from the scalar data. We do this by exploiting the possibilities offered by multi-texturing with the register combiner OpenGL extension, that provides a configurable means to determine per-pixel fragment coloring. The effectiveness of our approach, that supports a full decoupling of simulation and rendering, is demonstrated in a training system for temporal bone surgery. }, url = {http://www.crs4.it/vic/data/papers/vriphys2004-dvr.pdf}, } @Article{Gobbetti:2004:lpcb, idxdatesub = "2004:7", idxdatepub = "2004:12", idxkey = {TCR, MR}, idxproject = {}, author = {Enrico Gobbetti and Fabio Marton}, title = {Layered Point Clouds -- a Simple and Efficient Multiresolution Structure for Distributing and Rendering Gigantic Point-Sampled Models}, journal = {Computers \& Graphics}, publisher = pub-ELS, address = pub-ELS:adr, year = 2004, volume = 28, number = 6, month = dec, pages = {815--826}, abstract = { We recently introduced an efficient multiresolution structure for distributing and rendering very large point sampled models on consumer graphics platforms~\cite{Gobbetti:2004:LPC}. The structure is based on a hierarchy of precomputed object-space point clouds, that are combined coarse-to-fine at rendering time to locally adapt sample densities according to the projected size in the image. The progressive block based refinement nature of the rendering traversal exploits on-board caching and object based rendering APIs, hides out-of-core data access latency through speculative prefetching, and lends itself well to incorporate backface, view frustum, and occlusion culling, as well as compression and view-dependent progressive transmission. The resulting system allows rendering of complex out-of-core models at high frame rates (over 60M rendered points/second), supports network streaming, and is fundamentally simple to implement. We demonstrate the efficiency of the approach on a number of very large models, stored on local disks or accessed through a consumer level broadband network, including a massive 234M samples isosurface generated by a compressible turbulence simulation and a 167M samples model of Michelangelo's St. Matthew. Many of the details of our framework were presented in a previous study. We here provide a more thorough exposition, but also significant new material, including the presentation of a higher quality bottom-up construction method and additional qualitative and quantitative results. }, url = {http://www.crs4.it/vic/data/papers/cag2004-lpc.pdf}, } @TechReport{Bouvier:2004:SS, idxdatesub = "2004:12", idxdatepub = "2004:12", idxkey = {HOLO,TCR, MR}, idxproject = {COHERENT}, title = {Communication and Display SDK}, author = {Eric Bouvier and Fabio Bettio and Enrico Gobbetti and Nicolas Baudrey and Romain Maurer and David Sanchez and Laurent Philippon and Tamas Forgacs and Peter Breuer}, type = {Deliverable}, number = {D9}, institution = {EU Project COHERENT (IST-FP6-510166)}, month = dec, year = 2004, url = {}, } @TechReport{Agocs:2004:SS, idxdatesub = "2004:08", idxdatepub = "2004:08", idxkey = {HOLO,TCR, MR}, idxproject = {COHERENT}, title = {System Specification}, author = {Tibor Agocs and Tibor Balogh and Eric Bouvier and Enrico Gobbetti and Gianluigi Zanetti}, type = {Deliverable}, number = {D8}, institution = {EU Project COHERENT (IST-FP6-510166)}, month = aug, year = 2004, url = {}, } @TechReport{Gobbetti:2004:IUR, idxdatesub = "2004:05", idxdatepub = "2004:05", idxkey = {HOLO,TCR, MR}, idxproject = {COHERENT}, title = {Initial User Requirement Definition}, author = {Enrico Gobbetti and Gianluigi Zanetti}, type = {Deliverable}, number = {D4}, institution = {EU Project COHERENT (IST-FP6-510166)}, month = apr, year = 2004, url = {}, } @TechReport{Cignoni:2004:TCC, idxdatesub = "2004:06", idxdatepub = "2004:06", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, title = {Time critical components - final release}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, type = {Deliverable}, number = {D5.2.2}, institution = {EU Project V-PLANET (IST-2000-28095)}, month = jun, year = 2004, url = {}, } @InProceedings{Gobbetti:2004:LPC, idxdatesub = "2000:12", idxdatepub = "2001:05", idxkey = {TCR}, idxproject = {VPLANET}, author = {Enrico Gobbetti and Fabio Marton}, title = {Layered Point Clouds}, editor = {Marc Alexa and Markus Gross and Hanspeter Pfister and Szymon Rusinkiewicz}, booktitle = {Eurographics Symposium on Point Based Graphics}, pages = {113--120, 227}, publisher = pub-EUROGRAPHICS, address = pub-EUROGRAPHICS:adr, note ={Conference held in Zurich, Switzerland, June 2--5, 2004}, isbn = {3-905673-09-6}, month = jun, year = {2004}, abstract = { We present a simple point-based multiresolution structure for interactive visualization of very large point sampled models on consumer graphics platforms. The structure is based on a hierarchy of precomputed object-space point clouds. At rendering time, the clouds are combined coarse-to-fine with a top-down structure traversal to locally adapt sample densities according to the projected size in the image. Since each cloud is made of a few thousands of samples, the multiresolution extraction cost is amortized over many graphics primitives, and host-to-graphics communication effectively exploits on-board caching and object based rendering APIs. The progressive block based refinement nature of the rendering traversal is well suited to hiding out-of-core data access latency, and lends itself well to incorporate backface, view frustum, and occlusion culling, as well as compression and view-dependent progressive transmission. The resulting system allows rendering of complex models at high frame rates (over 60M splat/second), supports network streaming, and is fundamentally simple to implement. }, url = {http://www.crs4.it/vic/data/papers/spbg04-lpc.pdf}, } @Article{Cignoni:2004:ATE, idxdatesub = "2004:1", idxdatepub = "2004:8", idxkey = {TCR, MR}, idxproject = {VPLANET}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {Adaptive {TetraPuzzles} -- Efficient Out-of-core Construction and Visualization of Gigantic Polygonal Models}, journal = {ACM Transactions on Graphics}, publisher = pub-ACM, address = pub-ACM:adr, year = 2004, volume = 23, number = 3, month = aug, pages = {796--803}, abstract = { We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed strips for fast rendering. The representation is constructed during a fine-to-coarse simplification of the surface contained in diamonds (sets of tetrahedral cells sharing their longest edge). The construction preprocess operates out-of-core and parallelizes nicely. Appropriate boundary constraints are introduced in the simplification to ensure that all conforming selective subdivisions of the tetrahedron hierarchy lead to correctly matching surface patches. For each frame at runtime, the hierarchy is traversed coarse-to-fine to select diamonds of the appropriate resolution given the view parameters. The resulting system can interatively render high quality views of out-of-core models of hundreds of millions of triangles at over 40Hz (or 70M triangles/s) on current commodity graphics platforms. }, url = {http://www.crs4.it/vic/data/papers/sig2004-tetrapuzzles.pdf}, note = {Proc. SIGGRAPH 2004} } @PhdThesis{Agus:2004:HVS, author = {Marco Agus}, title = {Haptic and Visual Simulation of Bone Dissection}, school = {Dept. of Mechanical Engineering, University of Cagliari, Italy}, year = 2004, url = {http://www.crs4.it/vic/data/papers/magus-phd-2004.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, abstract= { In bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patient--specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the bone--burr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burr--bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental set--up consisting of a force--controlled robot arm holding a high--speed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patient-specific 3D CT and MR imaging data, is efficient enough to provide real--time haptic and visual feedback on a low--end multi--processing PC platform. } } @InProceedings{Agus:2004:PBB, idxdatesub = "2003:8", idxdatepub = "2004:04", idxkey = {Haptics, Surgical}, idxproject = {SCACMI}, author = {Marco Agus and Gavin Brelstaff and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo and Bruno Picasso and Stefano Sellari Franceschini}, title = {Physics-based burr haptic simulation: tuning and evaluation}, booktitle = {Proc. 12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS04)}, year = 2004, address = {Conference held in Chicago, IL, USA}, month = apr, publisher = pub-IEEE, pages = {128--135}, note = {}, abstract = { In this paper we provide a preliminary report on our work on the tuning of a temporal bone surgical simula-tor using parameter values derived from experimental mea-surements, and on the comparison between these results and the previously used domain expert assigned values. Our preliminary results indicate that the parameter values de-fined by the domain-experts are consistent with the exper-imentally derived values. Psychophysical testing indicates that the simulator is capable of rendering the basic ma-terial differences required for bone burring work and that some trained users preferentially associate a simulated tem-poral bone resin model with its real counterpart. }, url = {http://www.crs4.it/vic/data/papers/haptics04-burr.pdf}, } %################################ %### 2003 %################################ @TechReport{Cignoni:2003:TCC, idxdatesub = "2003:07", idxdatepub = "2003:07", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, title = {Time critical components - first release}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, type = {Deliverable}, number = {D5.2.1}, institution = {EU Project V-PLANET (IST-2000-28095)}, month = jun, year = 2003, url = {}, } @Booklet{Gobbetti:2003:MGC, idxstatus = "Lecture", idxmedium = "Text", idxkey = {MR,TCR}, idxproject = {VPLANET}, title = {Multiresolution Graphics on Commodity Graphics Platforms}, author = {Enrico Gobbetti}, howpublished = {Tutorial notes, Eurographics Italy}, address = {Conference held in Milan, Italy, September 25--26, CDROM Proceedings}, month = sep, year = 2003, url = {http://www.crs4.it/vic/data/papers/egit-2003-full.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @InCollection{Cignoni:2003:IOV, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:12", idxdatepub = "2003:11", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms}, editor = {Olivier Balet and G{\'e}rard Subsol and Patrice Torguet}, booktitle = {International Conference on Virtual Storytelling}, publisher = pub-SV, address = pub-SV:adr, series = ser-LNCS, volume = {2897}, isbn = {3-540-20535-7}, pages = {21--29}, month = nov, year = 2003, abstract = { We recently introduced an efficient technique for out-of-core rendering and management of large textured landscapes. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These small patches are TINs that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependent texture/geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. This paper summarizes the method and discusses the results obtained in a virtual fly-through over a textured digital landscape derived from aerial imaging. }, note = {Proc. Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings}, url = {http://www.crs4.it/vic/data/papers/icvs-2003.pdf}, } @InProceedings{Cignoni:2003:BMH, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2003:3", idxdatepub = "2003:10", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {Batching Meshes for High Performance Terrain Visualization}, booktitle = {Proceedings Eurographics Italy}, year = 2003, address = {Conference held in Milan, Italy, September 25--26}, month = sep, note = {CDROM Proceedings}, abstract = { }, url = {}, } @InProceedings{Cignoni:2003:PBD, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2003:3", idxdatepub = "2003:10", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {Planet--Sized Batched Dynamic Adaptive Meshes (P-BDAM)}, booktitle = {Proceedings IEEE Visualization}, year = 2003, address = {Conference held in Seattle, WA, USA}, month = oct, publisher = pub-IEEE, pages = {147--155}, abstract = { This paper describes an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptive Meshes (P-BDAM), is based on BDAM structure. Data is partitioned into a set of BDAM tiles, each of them constituted by a pair of geometry bintrees of small triangular patches and an associated texture quadtree. Each triangular patch is a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network. }, url = {http://www.crs4.it/vic/data/papers/ieeeviz03-pbdam.pdf}, } @Article{Cignoni:2003:BBD, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2003:1", idxdatepub = "2003:8", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, title = {{BDAM} -- Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 2003, volume = 22, number = 3, month = sep, pages = {505--514}, abstract = { This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. The technique, called Batched Dynamic Adaptive Meshes (\textit{BDAM}), is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These small patches are TINs that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependendent texture and geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. Both preprocessing and rendering exploit out of core techniques to be fully scalable and be able to manage large terrain datasets.}, url = {http://www.crs4.it/vic/data/papers/eg2003-bdam.pdf}, note = {Proc. Eurographics 2003}, } @Article{Gobbetti:2003:HHO, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2003:1", idxdatepub = "2003:9", idxkey = {Globillum}, idxproject = {DIVERCITY}, author = {Enrico Gobbetti and Leonardo Span\`o and Marco Agus}, title = {Hierarchical Higher Order Face Cluster Radiosity for Global Illumination Walkthroughs of Complex Non-Diffuse Environments}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 2003, volume = 22, number = 3, month = sep, pages = {563--572}, abstract = { We present an algorithm for simulating global illumination in scenes composed of highly tessellated objects with diffuse or moderately glossy reflectance. The solution method is a higher order extension of the face cluster radiosity technique. It 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. The output of the method is a vector irradiance map that partitions input models into areas where global illumination is well approximated using the selected basis. The programming capabilities of modern commodity graphics architectures are exploited to render illuminated models directly from the vector irradiance map, exploiting hardware acceleration for approximating view dependent illumination during interactive walkthroughs. Using this algorithm, visually compelling global illumination solutions for scenes of over one million input polygons can be computed in minutes and examined interactively on common graphics personal computers.}, url = {http://www.crs4.it/vic/data/papers/eg2003-hhofcr.pdf}, note = {Proc. Eurographics 2003}, } @TechReport{Zorcolo:2003:VVD, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2003:06", idxdatepub = "2003:06", idxkey = {Haptics, Volren, Surgical}, idxproject = {LAPS}, title = {Visualizzazione Volumetrica Diretta Interattiva con effetti di illuminazione mediante {Register Combiner OpenGL}}, author = {Antonio Zorcolo and Marco Agus and Enrico Gobbetti}, type = {}, number = {CRS4 TR/}, institution = inst-CRS4, address = inst-CRS4:adr, month = jun, year = 2003, url = {http://www.crs4.it/vic/data/papers/laps-tvr-report-2003.pdf}, } @InCollection{Agus:2003:TMS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:12", idxdatepub = "2003:06", idxkey = {Haptics, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Tracking the movement of surgical tools in a virtual temporal bone dissection simulator}, booktitle = {Surgery Simulation and Soft Tissue Modeling}, publisher = pub-SV, address = pub-SV:adr, series = ser-LNCS, pages = {102--109}, month = jun, year = 2003, abstract = { In this paper we present the current state of our research on simulation of temporal bone surgical procedures. We describe the results of tests performed on a virtual surgical training system for mid-dle ear surgery. The work is aimed to demonstrate how expert surgeons and trainees can effectively use the system for training and assessment purposes. Preliminary kinematic and dynamic analysis of simulated mastoidectomy sessions are presented. The simulation system used is characterized by a haptic component exploiting a bone-burr contact and erosion simulation model, a direct volume rendering module as well as a time-critical particle system to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.}, note = {}, url = {http://www.crs4.it/vic/data/papers/is4tm-2003.pdf}, } @InCollection{Agus:2003:HMB, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:07", idxdatepub = "2003:01", idxkey = {Haptics, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Bruno Picasso and Stefano Sellari Franceschini and Gianluigi Zanetti and Antonio Zorcolo}, title = {A haptic model of a bone-cutting burr}, editor = {J. D. Westwood}, booktitle = {Medicine Meets Virtual Reality 2003}, publisher = pub-IOS, address = pub-IOS:adr, pages = {4--10}, isbn = {}, month = jan, year = {2003}, abstract = { We describe a strategy for collecting experimental data and validating a bone-burr haptic contact model developed in a virtual surgical training system for middle ear surgery. The validation strategy is based on the analysis of data acquired during virtual and real burring sessions. Our approach involves intensive testing of the surgical simulator by expert surgeons and trainees as well as experimental data acquisition in a controlled environment.}, url = {http://www.crs4.it/vic/data/papers/mmvr-2003.pdf}, } @Article{Agus:2003:RTH, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:05", idxdatepub = "2003:02", idxkey = {Haptics, Surgical, Volren}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Real-time Haptic and Visual Simulation of Bone Dissection}, journal = {Presence: Teleoperators and Virtual Environments}, volume = {12}, number = {1}, month = feb, year = {2003}, pages = {110--122}, abstract = { Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual simulation of a bone cutting burr, that is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr bone interaction, that includes haptic forces evaluation, the bone erosion process and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific {3D} CT and MR imaging data, is efficient enough to provide real-time feedback on a low-end multi processing PC platform.}, url = {http://www.crs4.it/vic/data/papers/presence-2003.pdf}, note = {} } @InProceedings{Agus:2003:ATR, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:08", idxdatepub = "2003:03", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Adaptive techniques for real--time haptic and visual simulation of bone dissection}, editor = {}, booktitle = {IEEE Virtual Reality Conference}, publisher = pub-IEEE, address = {Conference held in Los Angeles, CA, USA, March 22--26}, pages = {102--109}, isbn = {}, month = mar, year = 2003, abstract = { Bone dissection is an important component of many surgical procedures. In this paper, we discuss adaptive techniques for providing real-time haptic and visual feedback during a virtual bone dissection simulation. The simulator is being developed as a component of a training system for temporal bone surgery. We harness the difference in complexity and frequency requirements of the visual and haptic simulations by modeling the system as a collection of loosely coupled concurrent components. The haptic component exploits a multi-resolution representation of the first two moments of the bone characteristic function to rapidly compute contact forces and determine bone erosion. The visual component uses a time-critical particle system evolution method to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.}, url = {http://www.crs4.it/vic/data/papers/vr2003-burr.pdf}, note = {} } @TechReport{Agus:2003:IPB, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2003:01", idxdatepub = "2003:01", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, title = {{IERAPSI} Petrous bone surgical simulation platform}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, type = {Deliverable}, number = {D4.2}, institution = {EU Project IERAPSI (IST-1999-12175)}, month = jan, year = 2003, url = {http://www.crs4.it/vic/data/papers/ierapsi-d42.pdf}, } @TechReport{Spano:2003:EEH, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2003:04", idxdatepub = "2003:04", idxkey = {Globillum}, idxproject = {DIVERCITY}, title = {Empirical Evaluation of Hierarchical Higher Order Face Cluster Radiosity}, author = {Leonardo Span\`o and Enrico Gobbetti}, type = {}, number = {CRS4 TR/}, institution = inst-CRS4, address = inst-CRS4:adr, month = feb, year = 2003, url = {http://www.crs4.it/vic/data/papers/hhofcr-evaluation-tr.pdf}, abstract = { The report evaluates our implementation of the hiearchical higher order face cluster radiosity method and compares it with hierachical radiosity with volume clusters for input scenes composed of highly tessellated surfaces.} } %################################ %### 2002 %################################ @TechReport{Gobbetti:2002:SAR, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2002:03", idxdatepub = "2002:03", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, title = {State of the Art Report on Technology for the efficient management of geo-spatial {3D} data on commodity and distributed platform}, author = {Enrico Gobbetti and Riccardo Scateni and Roberto Scopigno}, type = {Deliverable}, number = {D2.2}, institution = {EU Project V-PLANET (IST-2000-28095)}, month = mar, year = 2002, url = {}, } @TechReport{Cignoni:2002:TRT, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2002:03", idxdatepub = "2002:03", idxkey = {Terrain, TCR, MR}, idxproject = {VPLANET}, title = {Technical Report on time critical components}, author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno}, type = {Deliverable}, number = {D4.2}, institution = {Deliverable D5.1, EU Project V-PLANET (IST-2000-28095)}, month = nov, year = 2002, url = {}, } @TechReport{Gobbetti:2002:HHO, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2002:03", idxdatepub = "2002:03", idxkey = {Globillum}, idxproject = {DIVERCITY}, author = {Enrico Gobbetti and Leonardo Span\`o and Marco Agus}, title = {Hierarchical Higher Order Face Cluster Radiosity}, institution = inst-CRS4, address = inst-CRS4:adr, year = 2002, number = {CRS4 TR/}, month = mar, url = {http://www.crs4.it/vic/data/papers/crs4-report-hhofcr-2002.pdf} } @InProceedings{Agus:2002:SMP, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:09", idxdatepub = "2002:10", idxkey = {Volren, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Un sistema multiprocessore per la simulazione della chirurgia sull'osso temporale}, editor = {}, booktitle = {Proceedings of the Second MIMOS Conference}, publisher = {}, address = {Conference held in Turin, Italy, October 28--29, 2002}, pages = {}, isbn = {}, month = oct, year = {2002}, abstract = { Nel presente articolo si presenta un simulatore per l'addestramento alla chirurgia dell'osso temporale. Il sistema si basa su modelli volumetrici direttamente derivati da dati {3D} di TAC e MR. Il ritorno di sensazioni in tempo reale viene fornito all'utente per mezzo di tecniche di rendering volumetrico e di modellazione di sensazioni aptiche. I vincoli nelle prestazioni imposti dal sistema percettivo umano sono soddisfatti sfruttando il parallelismo attraverso il disaccoppiamento della simulazione su una piattaforma di PC multi-processore. In quest'articolo, vengono descritti in dettaglio i componenti del sistema e lo stato attuale dell'integrazione dei medesimi.}, url = {http://www.crs4.it/vic/data/papers/mimos-2002.pdf} } @InProceedings{Giachetti:2002:BDM, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:03", idxdatepub = "2002:07", idxkey = {Volren, Surgical}, idxproject = {IERAPSI}, author = {Andrea Giachetti and Marco Agus and Enrico Gobbetti and Gianluigi Zanetti}, title = {Blood, dust and mud for a temporal bone surgical simulator}, editor = {}, booktitle = {Proceedings of the 5th Conference of the European Society of Mathematical and Theoretical Biology, Poster sessions}, publisher = {}, address = {Conference held in Milan, Italy, July 2--6, 2002}, pages = {}, isbn = {}, month = jul, year = {2002}, abstract = { We describe the methods used for the simulation of fluids and dust applied in an immersive virtual reality simulation system giving the visual and tactile feedback of the mastoid bone surgery. A particle system has been used to simulate water, blood and dust; each particle has a label describing its material and a different physical behaviour. Water particles are introduced by an irrigator with an initial velocity directed along the irrigator axis, dust particles are generated by the burr performing the surgical bone drilling with an initial velocity depending on the rotation of the burr itself, blood is generated by tissues with negligible initial speed. Particles then move according to Newton's law but are interacting with each other and with bone and other tissues represented as a voxelized volume. To reach real-time performance, all the interactions, even particle-particle interactions are represented as voxel-particle interactions.}, url = {} } @InProceedings{Agus:2002:HSB, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:12", idxdatepub = "2002:05", idxkey = {Haptics, Surgical, Volren}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Haptic Simulation of Bone Dissection}, editor = {}, booktitle = {Abstract -- SIMAI 2002 Symposium on Methods and Applications in Advanced Computational Mechanics}, publisher = {}, address = {Conference held in Chia, CA, Italy, May 27--31, 2002}, pages = {}, isbn = {}, month = may, year = {2002}, abstract = { Bone dissection is an important component of many surgical procedures. We discuss a haptic implementation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction process. The model includes haptic forces evaluation, the bone erosion process and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific {3D} imaging data, is efficient enough to provide real--time feedback on a low end multi processing PC platform. This research is supported by the IERAPSI project (EU-IST-1999-12175), funded under the European IST programme (Information Society Technologies).}, url = {http://www.crs4.it/vic/data/papers/simai2002-ierapsi.pdf}, } @InProceedings{Spano:2002:RHT, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2002:02", idxdatepub = "2002:05", idxkey = {Globillum}, idxproject = {DIVERCITY}, author = {Leonardo Span\`o and Enrico Gobbetti}, title = {Radiosity for Highly Tessellated Models}, editor = {}, booktitle = {SIMAI 2002 Symposium on Adaptive Techniques in Numerical Simulation and Data Processing}, publisher = {}, address = {Conference held in Chia, CA, Italy, May 27--31, 2002}, pages = {}, isbn = {}, month = may, year = {2002}, abstract = { The radiosity method is one of the methods of choice used in global illumination simulation. It is a finite element technique that is particularly well suited for computing the radiance distribution in an environment exhibiting only diffuse reflection and emission. We discuss a multiresolution implementation of the technique, that has been developed to rapidly compute radiosity solutions for scenes composed of highly tessellated models. The application context is an interactive lighting design tool being developed in the framework of the DIVERCITY project (EU-IST-13365), funded under the European IST programme (Information Society Technologies).}, url = {http://www.crs4.it/vic/data/papers/simai2002-divercity.pdf}, } @TechReport{Agus:2002:ISS, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2002:02", idxdatepub = "2002:02", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, title = {{IERAPSI} Surgical Simulator Software Kernel}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti}, type = {Deliverable}, number = {D4.1}, institution = {EU Project IERAPSI (IST-1999-12175)}, month = feb, year = 2002, url = {http://www.crs4.it/vic/data/papers/ierapsi-d41.pdf}, } @Article{Agus:2002:MDS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:08", idxdatepub = "2002:12", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {A multiprocessor decoupled system for the simulation of temporal bone surgery}, journal = {Computing and Visualization in Science}, issn = {1432-9360}, publisher = pub-SV, address = pub-SV:adr, volume = {5}, number = {1}, pages = {35--43}, month = {}, year = {2002}, abstract = { A training system for simulating temporal bone surgery is presented. 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 real-time 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. In this paper, system components are detailed and the current state of the integrated system is presented.}, keywords = {Surgical simulation, temporal bone dissection, decoupled simulation model, hardware volume rendering, haptic feedback}, url = {http://www.crs4.it/vic/data/papers/cvs2002-ierapsi.pdf}, } @InProceedings{Agus:2002:RTH, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:08", idxdatepub = "2002:02", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo}, title = {Real-time Haptic and Visual Simulation of Bone Dissection}, editor = {}, booktitle = {IEEE Virtual Reality Conference}, publisher = pub-IEEE, address = {Conference held in Orlando, FL, USA, March 24--28}, pages = {209--216}, isbn = {}, month = feb, year = 2002, abstract = { Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual implementation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction, that includes haptic forces evaluation, the bone erosion process and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific {3D} CT and MR imaging data, is efficient enough to provide real-time feedback on a low-end multi-processing PC platform.}, url = {http://www.crs4.it/vic/data/papers/vr2002-burr.pdf}, } @InCollection{Agus:2002:MSC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:07", idxdatepub = "2002:01", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Nigel W. John and Robert J. Stone}, title = {Mastoidectomy Simulation with Combined Visual and Haptic Feedback}, editor = {J. D. Westwood and H. M. Hoffmann and G. T. Mogel and D. Stredney}, booktitle = {Medicine Meets Virtual Reality 2002}, publisher = pub-IOS, address = pub-IOS:adr, pages = {17--23}, isbn = {1-58603-203-8}, month = jan, year = 2002, abstract = { Mastoidectomy is one of the most common surgical procedures relating to the petrous bone. In this paper we describe our preliminary results in the realization of a virtual reality mastoidectomy simulator. Our system is designed to work on patient-specific volumetric object models directly derived from {3D} CT and MRI images. The paper summarizes the detailed task analysis performed in order to define the system requirements, introduces the architecture of the prototype simulator, and discusses the initial feedback received from selected end users.}, url = {http://www.crs4.it/vic/data/papers/mmvr2002-ierapsi.pdf}, } @InCollection{Gobbetti:2002:HHT, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:07", idxdatepub = "2002:02", idxkey = {Surgical}, idxproject = {LAPS}, author = {Enrico Gobbetti and Gianluigi Zanetti and Riccardo Scateni}, title = {Head and Hand Tracking Devices in Virtual Reality}, booktitle = {{3D} Image Processing: Techniques and Clinical Applications}, pages = {287--292}, publisher = pub-SV, address = pub-SV:adr, abstract = {This short introduction to head and hand tracking devices summarizes the characteristics of some of the technologies most relevant to medical application and presents the configuration chosen in three representative test beds.}, month = feb, year = {2002}, isbn = {3-540-67470-5}, editor = {D. Caramella and C. Bartolozzi}, url = {http://www.crs4.it/vic/data/papers/hhtvr2001.pdf}, } %################################ %### 2001 %################################ @Article{Aspin:2001:CFM, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:08", idxdatepub = "2001:11", idxkey = {Globillum}, idxproject = {DIVERCITY}, author = {Rob Aspin and Laurent DaDalto and Terrence Fernando and Enrico Gobbetti and Mathieu Marache and Mark Shelbourn and Souheil Soubra}, title = {A conceptual framework for multi-modal interactive virtual workspaces}, journal = {Electronic Journal of Information Technology in Construction}, publisher = {Royal Institute of Technology}, address = {Stockholm, Sweden}, volume = 7, number = {}, pages = {149--159}, month = nov, year = 2001, abstract = { Construction projects involve a large number of both direct stakeholders (clients, professional teams, contractors, etc.) and indirect stakeholders (local authorities, residents, workers, etc.). Current methods of communicating building design information can lead to several types of difficulties (e.g. incomplete understanding of the planned construction, functional inefficiencies, inaccurate initial work or clashes between components, etc.). Integrated software solutions based on VR technologies can bring significant value improvement and cost reduction to the Construction Industry. The aim of this paper is to present the research carried out in the frame of the DIVERCITY project (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry - IST project n°13365), funded under the European IST programme (Information Society Technologies). DIVERCITY's goal is to develop a Virtual Workspace that addresses the three key building construction phases: 1. Client briefing (with detailed interaction client and architect); 2. Design Review (which requires detailed input from multidisciplinary teams - architects, engineers, facility managers, etc.); 3. Construction (aiming to fabricate or refurbish the building). Using a distributed architecture, the DIVERCITY system aims to support and enhance concurrent engineering practices for these three phases therefore allowing teams based in different geographic locations to collaboratively design, test and validate shared virtual projects. The global DIVERCITY project will be presented in terms of objectives and the software architecture will be detailed.}, keywords = {}, url = {http://www.crs4.it/vic/data/papers/itcon-2001.pdf}, } @TechReport{Dalto:2001:DSD, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2001:08", idxkey = {Globillum}, idxproject = {DIVERCITY}, title = {{DIVERCITY} System Design: Communication Services and Multiresolution Module}, author = {Laurent Da Dalto and Enrico Gobbetti}, type = {Deliverable}, number = {D16/17}, institution = {EU Project DIVERCITY (IST-1999-13365)}, month = aug, year = 2001 } @TechReport{Aspin:2001:DWA, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2001:08", idxkey = {Globillum}, idxproject = {DIVERCITY}, title = {{DIVERCITY} Workspace Alpha Phase: Client Briefing Workspace, Design Review Workspace, and Construction Workspace}, author = {Rob Aspin and Laurent DaDalto and Terrence Fernando and Enrico Gobbetti and Mathieu Marache and Mark Shelbourn and Souheil Soubra}, type = {Deliverable}, number = {D13/14/15}, institution = {EU Project DIVERCITY (IST-1999-13365)}, month = aug, year = 2001 } @InProceedings{Bettio:2001:IDR, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2001:04", idxdatepub = "2001:10", idxkey = {Surgical, Volren}, idxproject = {LAPS, BRAIN}, author = {Fabio Bettio and Sergio Demelio and Enrico Gobbetti and Giuseppe Luppino and Massimo Matelli}, title = {Interactive {3-D} Reconstruction and Visualization of Primates Cerebral Cortex}, editor = {}, booktitle = {Society for Neuroscience 31st Annual Meeting}, pages = {}, publisher = {}, series = {}, address = {Abstract -- Conference held in San Diego, CA, USA, November 10-15}, isbn = {}, month = oct, year = {2001}, 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.}, url = {}, } @Article{Jackson:2002:DVR, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2000:05", idxdatepub = "2002:03", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Alan Jackson and Nigel W. John and Neil A. Thacker and John E. Gillespie and Enrico Gobbetti and Gianluigi Zanetti and Robert Stone and Alf D. Linney and Ghassan H. Alusi and Stefano Sellari Franceschini and Armin Schwerdtner and Ad Emmen}, title = {Developing a virtual reality environment for petrous bone surgery: a state-of-the-art review}, journal = {Journal of Otology \& Neurotology}, publisher = {Lippincott Williams \& Wilkins}, address = {Baltimore, MD, USA}, volume = {23}, number = {2}, pages = {111--121}, month = mar, year = {2002}, abstract = {The increasing power of computers has led to the development of sophisticated systems that aim to immerse the user in a virtual environment. The benefits of this type of approach to the training of physicians and surgeons are immediately apparent. Unfortunately the implementation of virtual reality (VR) surgical simulators has been restricted by both cost and technical limitations. The few successful systems use standardized scenarios, often derived from typical clinical data, to allow the rehearsal of procedures. In reality we would choose a system that allows us not only to practice typical cases but also to enter our own patient data and use it to define the virtual environment. In effect we want to re-write the scenario every time we use the environment and to ensure that its behavior exactly duplicates the behavior of the real tissue. If this can be achieved then VR systems can be used not only to train surgeons but also to rehearse individual procedures where variations in anatomy or pathology present specific surgical problems. The European Union has recently funded a multinational 3-year project (IERAPSI, Integrated Environment for Rehearsal and Planning of Surgical Interventions) to produce a virtual reality system for surgical training and for rehearsing individual procedures. Building the IERAPSI system will bring together a wide range of experts and combine the latest technologies to produce a true, patient specific virtual reality surgical simulator for petrous/temporal bone procedures. This article presents a review of the state of the art technologies currently available to construct a system of this type and an overview of the functionality and specifications such a system requires.}, keywords = {}, url = {http://www.crs4.it/vic/data/papers/j-otology-2001.pdf} } @InCollection{Demelio:2001:TDR, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2000:12", idxdatepub = "2001:05", idxkey = {Surgical, Volren}, idxproject = {LAPS, BRAIN}, author = {Sergio Demelio and Fabio Bettio and Enrico Gobbetti and Giuseppe Luppino}, title = {Three-dimensional Reconstruction and Visualization of the Cerebral Cortex in Primates}, editor = {David Ebert and Jean Favre and Ronny Peikert}, booktitle = {Data Visualization 2001}, pages = {}, publisher = pub-SV, series = ser-EG, address = pub-SV:adr, note ={Proceedings of the Joint Eurographics and IEEE TCVG Symposium on Visualization, Ascona, Switzerland, May 28--30, 2001}, isbn = {}, month = may, year = {2001}, abstract = { We present a prototype interactive application for the direct analysis in three dimensions of the cerebral cortex in primates. The paper provides an overview of the current prototype system and presents the techniques used for reconstructing the cortex shape from data derived from histological sections as well as for rendering it at interactive rates. Results are evaluated by discussing the analysis of the right hemisphere of the brain of a macaque monkey used for neuroanatomical tract-tracing experiments.}, url = {http://www.crs4.it/vic/data/papers/vissym01-brain.pdf}, } @Article{Gobbetti:2001:EVP, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2000:10", idxdatepub = "2001:01", idxkey = {TCR}, idxproject = {CAVALCADE, DIVERCITY}, author = {Enrico Gobbetti and Riccardo Scateni}, title = {Exploring Virtual Prototypes using Time-Critical Rendering Techniques}, journal = {ERCIM News}, publisher = {ERCIM EEIG}, address = {B. P. 93, F-06902 Sophia-Antipolis Cedex, France}, volume = {}, number = {44}, pages = {46--47}, month = jan, year = 2001, abstract = { Scientists at CRS4, the Center for Advanced Studies, Research and Development in Sardinia, Cagliari, Italy, have developed a time-critical rendering algorithm that relies upon a scene description in which objects are represented as multiresolution meshes. In collaboration with other European partners, this technique has been applied to the visual and collaborative exploration of large digital mock-ups.}, keywords = {}, url = {http://www.crs4.it/vic/data/papers/ercim-2001.pdf}, } @Article{Bouvier:2001:TTO, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:11", idxdatepub = "2001:01", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Eric Bouvier and Enrico Gobbetti}, title = {{TOM} -- Totally Ordered Mesh: a Multiresolution Structure for Time-Critical Graphics Applications}, journal = {International Journal of Image and Graphics}, publisher = pub-WORLD-SCI, address = pub-WORLD-SCI:adr, volume = 1, number = 1, pages = {115--134}, month = jan, year = 2001, abstract = { Tridimensional interactive applications are confronted to situations where very large databases have to be animated, transmitted and displayed in very short bounded times. As it is generally impossible to handle the complete graphics description while meeting timing constraint, techniques enabling the extraction and manipulation of a significant part of the geometric database have been the focus of many research works in the field of computer graphics. Multiresolution representations of {3D} models provide access to {3D} objects at arbitrary resolutions while minimizing appearance degradation. Several kinds of data structures have been recently proposed for dealing with polygonal or parametric representations, but where not generally optimized for time-critical applications. We describe the {TOM} (Totally Ordered Mesh), a multiresolution triangle mesh structure tailored to the support of time-critical adaptive rendering. The structure grants high speed access to the continuous levels of detail of a mesh and allows very fast traversal of the list of triangles at arbitrary resolution so that bottlenecks in the graphic pipeline are avoided. Moreover, and without specific compression, the memory footprint of the {TOM} is small (about 108\% of the single resolution object in face-vertex form) so that large scenes can be effectively handled. The {TOM} structure also supports storage of per vertex (or per corner of triangle) attributes such as colors, normals, texture coordinates or dynamic properties. Implementation details are presented along with the results of tests for memory needs, approximation quality, timing and efficacy.}, keywords = {}, url = {http://www.crs4.it/vic/data/papers/ijig00-tom.pdf} } @InCollection{Agus:2001:IES, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2000:07", idxdatepub = "2001:01", idxkey = {}, idxproject = {MIRRORS}, author = {Marco Agus and Fabio Bettio and Enrico Gobbetti and Luciano Fadiga}, title = {An Integrated Environment for Steroscopic Acquisition, Off-line {3D} Elaboration, and Visual Presentation of Biological Actions}, editor = {J. D. Westwood and H. M. Hoffmann and G. T. Mogel and D. Stredney and R. A. Robb}, booktitle = {Medicine Meets Virtual Reality 2001 -- Inner Space, Outer Space, Virtual Space}, publisher = pub-IOS, address = pub-IOS:adr, pages = {23--29}, isbn = {}, month = jan, year = 2001, abstract = { We present an integrated environment for stereoscopic acquisition, off-line {3D} elaboration, and visual presentation of biological hand actions. The system is used in neurophysiological experiments aimed at the investigation of the parameters of the external stimuli that mirror neurons visually extract and match on their movement related activity.}, url = {http://www.crs4.it/vic/data/papers/mmvr-2001-hfsp.pdf}, } @InProceedings{John:2001:ISS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "2000:07", idxdatepub = "2001:01", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, author = {Nigel W. John and Neil Thacker and Maja Pokric and Alan Jackson and Gianluigi Zanetti and Enrico Gobbetti and Andrea Giachetti and Robert Stone and Joao Campos and Ad Emmen and Armin Schwerdtner and Emanuele Neri and Stefano Sellari Franceschini and Frederic Rubio}, title = {An Integrated Simulator for Surgery of the Petrous Bone}, editor = {J. D. Westwood}, booktitle = {Medicine Meets Virtual Reality 2001}, publisher = pub-IOS, address = pub-IOS:adr, isbn = {}, month = jan, year = 2001, abstract = { This paper describes work being undertaken as part of the IERAPSI (Integrated Environment for the Rehearsal and Panning of Surgical Intervention) project. The project is focussing on surgery for the petrous bone, and brings together a consortium of European clinicians and technology providers working in this field. The paper presents the results of a comprehensive user task analysis that has been carried out in the first phase of the IERAPSI project, and details the current status of development of a pre operative planning environment and a physically-based surgical simulator.}, url = {http://www.crs4.it/vic/data/papers/mmvr-2001-ierapsi.pdf}, } %################################ %### 2000 %################################ @TechReport{Aspin:2000:DSD, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2000:09", idxkey = {Globillum}, idxproject = {DIVERCITY}, title = {{DIVERCITY} Software Design: Client Briefing Workspace, Design Review Workspace, and Construction Workspace}, author = {Rob Aspin and Laurent DaDalto and Terrence Fernando and Enrico Gobbetti and Mathieu Marache and Mark Shelbourn and Souheil Soubra}, type = {Deliverable}, number = {D8/9/10}, institution = {EU Project DIVERCITY (IST-1999-13365)}, month = sep, year = 2000 } @TechReport{Aspin:2000:DSA, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2000:09", idxkey = {Globillum}, idxproject = {DIVERCITY}, title = {{DIVERCITY} System Architecture Definition: H/W and S/W Options}, author = {Rob Aspin and Laurent Da Dalto and Terrence Fernando and Enrico Gobbetti and Mathieu Marache and Mark Shelbourn and Souheil Soubra}, type = {Deliverable}, number = {D4}, institution = {EU Project DIVERCITY (IST-1999-13365)}, month = sep, year = 2000 } @TechReport{John:2000:ISP, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2000:07", idxkey = {Haptics, Volren, Surgical}, idxproject = {IERAPSI}, title = {{IERAPSI} Surgical Procedures and Implementation Specification}, author = {Nigel W. John and Neil A. Thacker and Maja Pokric and Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Robert J. Stone and Manfred Kummer and Frederic Rubio}, type = {Deliverable}, number = {D2}, institution = {EU Project IERAPSI (IST-1999-12175)}, month = jul, year = 2000 } @TechReport{Demelio:2000:RVC, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2000:09", idxdatepub = "2000:09", idxkey = {Volren, Surgical}, idxproject = {LAPS}, author = {Sergio Demelio and Enrico Gobbetti}, title = {Ricostruzione e Visualizzazione {3D} di un Cervello da Acquisizioni Manuali di Sezioni Istologiche}, institution = inst-CRS4, address = inst-CRS4:adr, year = 2000, number = {CRS4 TR/}, month = sep, url = {http://www.crs4.it/vic/data/papers/crs4-tr-09-2000.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @TechReport{Agus:2000:CPR, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "2000:06", idxdatepub = "2000:06", idxkey = {}, idxproject = {MIRRORS}, author = {Marco Agus and Fabio Bettio and Enrico Gobbetti}, title = {Creating and Presenting Real and Artificial Visual Stimuli for the Neurophysiological Investigation of the Observation/Execution Matching System}, abstract = { Recent neurophysiological experiments have shown that the visual stimuli that trigger a particular kind of neurons located in the ventral premotor cortex of monkeys and humans are very selective. These \textit{mirror neurons} are activated when the hand of another individual interacts with an objects but are not activated when the actions, identical in purpose, are made by manipulated mechanical tools. A Human Frontiers Science Program project is investigating which are the parameters of the external stimuli that mirror neurons visually extract and match on their movement related activity. The planned neurophysiological experiments will require the presentation of digital stimuli of different kinds, including video sequences showing meaningful actions made by human hands, synthetic reproductions of the same actions made by realistic virtual hands, as well as variations of the same actions by controlled modifications of hand geometry and/or action kinematics. This paper presents the specialized animation system we have developed for the project.}, institution = inst-CRS4, address = inst-CRS4:adr, number = {00/}, year = {2000}, month = jun, url = {http://www.crs4.it/vic/data/papers/hfsp-report-2000-06.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @Article{Torguet:2000:CSC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:11", idxdatepub = "2000:06", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Patrice Torguet and Olivier Balet and Enrico Gobbetti and Jean-Pierre Jessel and J\'er\^ome Duchon and Eric Bouvier}, title = {{CAVALCADE}: A system for Collaborative Prototyping}, journal = {International Journal of Design and Innovation Research}, publisher = {}, address = {}, volume = 2, number = 1, pages = {76--89}, month = {}, year = 2000, abstract = { Prototype design and testing is an indispensable stage of any project development in many fields of activity, such as aeronautical, spatial, automotive industries or architecture. Scientists and engineers rely on prototyping for a visual confirmation and validation of both their ideas and concepts. Using computers for designing digital prototypes is not a new idea since CAD applications are nowadays widely used. In this paper we present how new advances in {3D} interaction and real time visualisation research domains lead to the development of a collaborative and really interactive system for virtual prototyping. This work is supported by the European Community through the ESPRIT programme 4.}, keywords = {}, note = {Revised version of Laval'99 conference paper}, MISSINGurl = {http://www.crs4.it/vic/data/papers/???} } @Article{Montani:2000:DIC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:11", idxdatepub = "2000:02", idxkey = {SCIVIZ}, idxproject = {}, author = {Claudio Montani and Riccardo Scateni and Roberto Scopigno}, title = {Decreasing Isosurface Complexity via Discrete Fitting}, journal = {Journal of Computer-Aided Geometric Design}, publisher = pub-ELS, address = pub-ELS:adr, volume = 17, number = 3, pages = {207--232}, month = feb, year = 2000, abstract = {}, keywords = {}, url = {}, } @Article{Gobbetti:2000:TCM, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:11", idxdatepub = "2000:11", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Enrico Gobbetti and Eric Bouvier}, title = {Time-Critical Multiresolution Rendering of Large Complex Models}, journal = {Journal of Computer-Aided Design}, publisher = pub-ELS, address = pub-ELS:adr, volume = 32, number = 13, pages = {785--803}, month = nov, year = 2000, abstract = { Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical rendering of such scenes requires the ability to trade visual quality with speed. Previous work has shown that this can be done by representing individual scene components as multiresolution triangle meshes, and performing at each frame a convex constrained optimization to choose the mesh resolutions that maximize image quality while meeting timing constraints. In this paper we demonstrate that the nonlinear optimization problem with linear constraints associated to a large class of quality estimation heuristics is efficiently solved using an active-set strategy. By exploiting the problem structure, Lagrange multipliers estimates and equality constrained problem solutions are computed in linear time. Results show that our algorithms and data structures provide low memory overhead, smooth level-of-detail control, and guarantee, within acceptable limits, a uniform, bounded frame rate even for widely changing viewing conditions. Implementation details are presented along with the results of tests for memory needs, algorithm timing, and efficacy.}, keywords = {multiresolution modeling, level-of-detail, adaptive rendering, numerical optimization, time-critical graphics}, url = {http://www.crs4.it/vic/data/papers/jcad00-tcr.pdf} } @InCollection{Zorcolo:2000:VVE, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:12", idxdatepub = "2000:06", idxkey = {Volren, Surgical, Haptics}, idxproject = {VIVA}, author = {Antonio Zorcolo and Enrico Gobbetti and Gianluigi Zanetti and Massimiliano Tuveri}, title = {A Volumetric Virtual Environment for Catheter Insertion Simulation}, booktitle = {Virtual Environments 2000}, editor = {Robert van Liere and Juriaan Mulder}, publisher = pub-SV, series = ser-LNCS, month = jun, year = {2000}, abstract = { We present an experimental catheter insertion simulation system that provides users co-registered haptic and head-tracked stereoscopic visual feedback. The system works on patient-specific volumetric data acquired using standard medical imaging modalities. The actual needle insertion operation is simulated for individual patients, rather than being an example of a model surgical procedure on standard anatomy. Patient specific features may thus be studied in detail by the trainees, overcoming one of the major limitations of current training techniques.}, url = {http://www.crs4.it/vic/data/papers/egve00-catheter.pdf} } @InCollection{Zorcolo:2000:CIS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:09", idxdatepub = "2000:01", idxkey = {Volren, Surgical, Haptics}, idxproject = {VIVA}, author = {Antonio Zorcolo and Enrico Gobbetti and Gianluigi Zanetti and Massimiliano Tuveri}, editor = {J. D. Westwood and H. M. Hoffman and G. T. Mogel and R. A. Robb and D. Stredney}, title = {Catheter insertion simulation with co-registered direct volume rendering and haptic feedback}, booktitle = {Medicine Meets Virtual Reality 2000 -- Envisioning Healing: Interactive Technology and the Patient-Practioner Dialogue}, pages = {96--98}, publisher = pub-IOS, address = pub-IOS:adr, isbn = {1-58603-014-0}, month = jan, year = {2000}, abstract = { We have developed an experimental catheter insertion simulation system supporting head-tracked stereoscopic viewing of volumetric anatomic reconstructions registered with direct haptic {3D} interaction. The system takes as input data acquired with standard medical imaging modalities and regards it as a visual and haptic environment whose parameters are interactively defined using look-up tables. The system's display, positioned like a surgical table, provide a realistic impression of looking down at the patient. Measuring head motion via a six degrees-of-freedom head tracker, good positions to observe the anatomy and identify the catheter insertion point are quickly established with simple head motion. By generating appropriate stereoscopic images and co-registering physical and virtual spaces beforehand, volumes appear at fixed physical positions and it is possible to control catheter insertion via direct interaction with a PHANToM haptic device. During the insertion procedure, the system provides perception of the effort of penetration and deviation inside the traversed tissues. Semi-transparent volumetric rendering augments the sensory feedback with the visual indication of the inserted catheter position inside the body.}, url = {http://www.crs4.it/vic/data/papers/mmvr00-catheter.pdf}, } @TechReport{Duchon:2000:CFR, idxstatus = "Techreport", idxmedium = "Text", idxdatepub = "2000:02", idxkey = {TCR}, idxproject = {CAVALCADE}, title = {{CAVALCADE} Final Report}, author = {Jerome Duchon and Jacques Coves and Enrico Gobbetti and Riccardo Scateni and Luciano Marenzi and Jean-Pierre Jessel and Souheil Soubra and Joop De Kruyf and Philippe David and Carlos Cosials Ruiz}, type = {Deliverable}, number = {D1C}, institution = {EU Project CAVALCADE (ESPRIT-26285)}, month = feb, year = 2000 } %################################ %### 1999 %################################ @TechReport{Gobbetti:1999:EVP, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1999:11", idxdatepub = "1999:11", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Enrico Gobbetti and Riccardo Scateni and Marco Agus}, title = {Exploring Virtual Prototypes using Time-critical Rendering}, institution = inst-CRS4, address = inst-CRS4:adr, year = 1999, number = {CRS4 TR/}, month = nov, url = {http://www.crs4.it/vic/data/papers/crs4-tr-11-1999.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @InProceedings{Gobbetti:1999:TCM, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:03", idxdatepub = "1999:10", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Enrico Gobbetti and Eric Bouvier}, title = {Time-Critical Multiresolution Scene Rendering}, booktitle = {Proceedings IEEE Visualization}, publisher = pub-IEEE, pages = {123--130}, month = oct, year = {1999}, editor = {}, address = {Conference held in San Francisco, CA, USA}, abstract = {We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.}, keywords = {Multiresolution modeling, level of detail, adaptive rendering, time-critical graphics}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ieeeviz99-tcmrsr.pdf}, } @InProceedings{Torguet:1999:CSC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:01", idxdatepub = "1999:06", idxkey = {TCR}, idxproject = {CAVALCADE}, author = {Patrice Torguet and Olivier Balet and Enrico Gobbetti and Jean-Pierre Jessel and J\'er\^ome Duchon and Eric Bouvier}, title = {{CAVALCADE}: A system for Collaborative Prototyping}, editor = {G\'erard Subsol}, booktitle = {Proc. International Scientific Workshop on Virtual Reality and Prototyping}, abstract = { Prototype design and testing is an indispensable stage of any project development in many fields of activity, such as aeronautical, spatial, automotive industries or architecture. Scientists and engineers rely on prototyping for a visual confirmation and validation of both their ideas and concepts. Using computers for designing digital prototypes is not a new idea since CAD applications are nowadays widely used. In this paper we present how new advances in {3D} interaction and real time visualisation research domains lead to the development of a collaborative and really interactive system for virtual prototyping. This work is supported by the European Community through the ESPRIT programme 4.}, pages = {161--170}, year = 1999, month = jun, isbn = {2-9513952-0-5}, note = {Conference held in Laval, France, June 3--4}, url = {http://www.crs4.it/vic/data/papers/laval99-cavalcade.pdf}, } @InProceedings{Zorcolo:1999:CIS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1999:02", idxdatepub = "1999:05", idxkey = {Haptics, Volren, Surgical}, idxproject = {VIVA}, author = {Antonio Zorcolo and Enrico Gobbetti and Piero Pili and Massimiliano Tuveri}, title = {Catheter insertion simulation with combined visual and haptic feedback}, booktitle = {Proc. First PHANToM Users Research Symposium (PURS'99)}, year = 1999, month = may, note = {Conference held in Heidelberg, Germany, May 21-22}, abstract = { We have developed an experimental catheter insertion system supporting head-tracked stereoscopic viewing of volumetric reconstruction registered with direct haptic {3D} interaction. The system takes as input patient data acquired with standard medical imaging modalities and regards it as a visual and haptic environment whose parameters are defined using look-up tables. By means of a mirror, the screen seems to be positioned like a surgical table providing the impression of looking down at the patient in a natural way. Co-registering physical and virtual spaces beforehand means that the patient appears at a fixed physical positionj on the surgical table and inside the workspace of the PHANToM device which controls catheter insertion. During the insertion procedure the system provides perception of the force of penetration and positional deviation of the inserted catheter.}, url = {http://www.crs4.it/vic/data/papers/purs99-needle.pdf}, } @InCollection{Gobbetti:1999:TDG, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:09", idxdatepub = "1999:02", idxkey = {}, idxproject = {}, author = {Enrico Gobbetti and Riccardo Scateni}, title = {Three-Dimensional Graphics}, booktitle = {Encyclopedia of Electrical and Electronics Engineering}, publisher = pub-WILEY, address = pub-WILEY:adr, abstract = { Three-dimensional graphics is the area of computer graphics that deals with producing two-dimensional representations, or images, of three-dimensional synthetic scenes, as seen from a given viewing configuration. The level of sophistication of these images may vary from simple wire-frame representations, where objects are depicted as a set of segment lines, with no data on surfaces and volumes, to photorealistic rendering, where illumination effects are computed using the physical laws of light propagation. All the different approaches are based on the metaphor of a virtual camera positioned in {3D} space and looking at the scene. Hence, independently from the rendering algorithm used, producing an image of the scene always requires the resolution of the following problems: 1. Modeling geometric relationships among scene objects, and in particular efficiently representing the situation in {3D} space of objects and virtual cameras; 2. Culling and clipping, i.e. efficiently determining which objects are visible from the virtual camera; 3. Projecting visible objects on the film plane of the virtual camera in order to render them. This chapter provides an introduction to the field by presenting the standard approaches for solving the aforementioned problems.}, month = feb, year = {1999}, editor = {John G. Webster}, volume = {22}, pages = {168--172}, url = {http://www.crs4.it/vic/data/papers/wiley-eeee.pdf}, } @Article{Turner:1999:MOO, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:10", idxdatepub = "1999:06", idxkey = {3DGUI, DESIGN}, idxproject = {METIS}, author = {Russell Turner and Li Song and Enrico Gobbetti}, title = {Metis: An Object-Oriented Toolkit for Constructing Virtual Reality Applications}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = {1999}, month = jun, volume = {18}, number = {2}, pages = {121--131}, abstract = {Virtual reality systems provide realistic look and feel by seamlessly integrating three-dimensional input and output devices. One software architecture approach to constructing such systems is to distribute the application between a computation-intensive simulator back-end and a graphics-intensive viewer front-end which implements user interaction. In this paper we discuss Metis, a toolkit we have been developing based on such a software architecture, which can be used for building interactive immersive virtual reality systems with computationally intensive components. The Metis toolkit defines an application programming interface on the simulator side, which communicates via a network with a standalone viewer program that handles all immersive display and interactivity. Network bandwidth and interaction latency are minimized, by use of a constraint network on the viewer side that declaratively defines much of dynamic and interactive behavior of the application.}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/cgf99-metis.pdf} } @InProceedings{Lecca:1999:MAK, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:01", idxdatepub = "1999:05", idxkey = {SCIVIZ}, idxproject = {}, author = "Giuditta Lecca and Ihsen Khlaifi and Erminia Leonardi and Fabio Bettio and Laura Muscas and J. Tarhouni and Claudio Paniconi", editor = "W. De Breuck and L. Walschot", title = {A modular approach to the Korba aquifer seawater intrusion study, 2, Simulation, data manipulation, and visualization for the 3-D model}, booktitle = "Proc. of the 15th Salt Water Intrusion Meeting ({SWIM})", volume = "79", pages = "62--68", publisher = "Flemish Journal of Natural Science", address = "Ghent, Belgium", year = "1999", url = {http://www.crs4.it/vic/data/papers/swim2.pdf} } %################################ %### 1998 %################################ @InCollection{Gobbetti:1998:VRP, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:08", idxdatepub = "1998:10", idxkey = {Haptics, Surgical}, idxproject = {VREPAR2}, author = {Enrico Gobbetti and Riccardo Scateni}, title = {Virtual Reality: Past, Present, and Future}, abstract = {This report provides a short survey of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. The report is organized as follows: section 1 presents the background and motivation of virtual environment research and identifies typical application domains, section 2 discusses the characteristics a virtual reality system must have in order to exploit the perceptual and spatial skills of users, section 3 surveys current input/output devices for virtual reality, section 4 surveys current software approaches to support the creation of virtual reality systems, and section 5 summarizes the report.}, booktitle = {Virtual Environments in Clinical Psychology and Neuroscience: Methods and Techniques in Advanced Patient-Therapist Interaction}, publisher = pub-IOS, address = pub-IOS:adr, month = nov, year = {1998}, editor = {G. Riva and B. K. Wiederhold and E. Molinari}, pages = {3--20}, url = {http://www.crs4.it/vic/data/papers/vr-report98.pdf}, } @Article{Abdoulaev:1998:VVV, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:08", idxdatepub = "1998:12", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Gassan Abdoulaev and Sandro Cadeddu and Giovanni Delussu and Marco Donizelli and Luca Formaggia and Andrea Giachetti and Enrico Gobbetti and Andrea Leone and Cristina Manzi and Piero Pili and Alan Scheinine and Massimiliano Tuveri and Alberto Varone and Alessandro Veneziani and Gianluigi Zanetti and Antonio Zorcolo}, title = {{ViVa}: The Virtual Vascular Project}, journal = {IEEE Transactions on Information Technology in Biomedicine}, publisher = pub-IEEE, year = {1998}, month = dec, volume = {22}, number = {4}, pages = {268--274}, abstract = {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, to 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. {ViVa} is based on an integrated set of tools, each dedicated to a specific aspect of the data processing and simulation pipeline: image processing and segmentation; real-time {3D} volume visualization; {3D} geometry reconstruction; {3D} mesh generation; blood flow simulation and visualization}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ieee-titb98.pdf}, } @InProceedings{Gobbetti:1998:IVA, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:03", idxdatepub = "1998:10", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Enrico Gobbetti and Piero Pili and Antonio Zorcolo and Massimiliano Tuveri}, title = {Interactive Virtual Angioscopy}, booktitle = {Proceedings IEEE Visualization}, publisher = pub-IEEE, pages = {435--438}, month = oct, year = {1998}, editor = {}, address = {Conference held in Research Triangle Park, NC, USA}, abstract = {Virtual angioscopy is a non invasive medical procedure for exploring parts of the human vascular system. We have developed an interactive tool that takes as input data acquired with standard medical imaging modalities and regards it as a virtual environment to be interactively inspected. The system supports real-time navigation with stereoscopic direct volume rendering and dynamic endoscopic camera control, interactive tissue classification, and interactive point picking for morphological feature measurement. In this paper, we provide an overview of the system, discuss the techniques used in our prototype, and present experimental results on human data sets. The accompanying video-tape illustrates our approach with interactive sequences showing the examination of a human carotid artery.}, keywords = {Virtual angioscopy, endoscopy, interactive rendering, volume rendering, virtual environment}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ieeeviz98.pdf}, } @InProceedings{Leone:1998:DFEa, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:06", idxdatepub = "1998:09", idxkey = {SCIVIZ}, idxproject = {MIGAVIS}, author = {Andrea O. Leone and Paola Marzano and Enrico Gobbetti and Riccardo Scateni and Sergio Pedinotti}, title = {Discontinuous Finite Element Visualization}, booktitle = {Proceedings 8th International Symposium on Flow Visualization}, pages = {}, month = sep, year = {1998}, editor = {}, address = {Conference held in Sorrento, Italy}, abstract = {The aim of this work is the study and the implementation of appropriate visualization techniques for high-order discontinuous finite element data in two and three-dimensions. In particular, we are dealing with 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.}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/fv98.pdf}, } @Article{Turner:1998:ICA, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:10", idxdatepub = "1998:06", idxkey = {3DGUI, MODELING, ANIMATION}, idxproject = {LEMAN}, author = {Russell Turner and Enrico Gobbetti}, title = {Interactive Construction and Animation of Layered Elastically Deformable Characters}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, year = 1998, month = jun, volume = 17, number = 2, pages = {135--152}, abstract = {An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an immersive 3D direct manipulation interface, it is possible to quickly construct characters that deform naturally when animated and whose behavior can be controlled interactively using intuitive parameters. In this layered construction technique, called the elastic surface layer model, a simulated elastically deformable skin surface is wrapped around a kinematic articulated figure. Unlike previous layered models, the skin is free to slide along the underlying surface layers constrained by geometric constraints which push the surface out and spring forces which pull the surface in to the underlying layers. By tuning the parameters of the physics-based model, a variety of surface shapes and behaviors can be obtained such as more realistic-looking skin deformation at the joints, skin sliding over muscles, and dynamic effects such as squash-and-stretch and follow-through. Since the elastic model derives all of its input forces from the underlying articulated figure, the animator may specify all of the physical properties of the character once, during the initial character design process, after which a complete animation sequence can be created using a traditional skeleton animation technique. Character construction and animation are done using a 3D user interface based on two-handed manipulation registered with head-tracked stereo viewing. In our configuration, a six degree-of-freedom head-tracker and CrystalEyes shutter glasses are used to display stereo images on a workstation monitor that dynamically follow the user head motion. 3D virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. To construct 3D animated characters, the user interacts with the simulated environment using both hands simultaneously: the left hand, controlling a Spaceball, is used for 3D navigation and object movement, while the right hand, holding a 3D mouse, is used to manipulate through a virtual tool metaphor the objects appearing in front of the screen. Hand-eye coordination is made possible by registering virtual space to physical space, allowing a variety of complex 3D tasks necessary for constructing 3D animated characters to be performed more easily and more rapidly than is possible using traditional interactive techniques.}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/cgf98-esl.pdf}, } @InCollection{Leone:1998:DFEc, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:12", idxdatepub = "1998:01", idxkey = {SCIVIZ}, idxproject = {MIGAVIS}, author = {Andrea O. Leone and Paola Marzano and Enrico Gobbetti}, title = {Discontinuous Finite Element Visualization}, booktitle = {CRS4 Bulletin 1998}, publisher = inst-CRS4, address = inst-CRS4:adr, year = {1998}, editor = {}, abstract = {The aim of this research line is the study and 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 is produced for example by chemical simulations, by fluid dynamics simulations, or, in general, anywhere high accuracy on boundary domain description is required.}, pages = {}, url = {}, } @InCollection{Gobbetti:1998:IDV, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:12", idxdatepub = "1998:01", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Enrico Gobbetti and Antonio Zorcolo}, title = {Interactive Direct Volume Rendering}, booktitle = {CRS4 Bulletin 1998}, publisher = inst-CRS4, address = inst-CRS4:adr, year = {1998}, editor = {}, abstract = {The aim of this research line is the creation of a virtual environment for the direct analysis in three dimensions of volumetric data. To this end, we study volume rendering techniques that can be used in a time-critical setting and explore the design space of direct {3D} interaction techniques for interacting with volumetric datasets. Our main application domain is currently medical data processing and simulation. We are developing a volume visualization system supporting head-tracked stereoscopic viewing registered with direct {3D} interaction and a virtual endoscopy system merging the concepts of interactive direct volume rendering and endoscopy in a tool for non-invasive analysis and visualization.}, pages = {}, url = {}, } %################################ %### 1997 %################################ @TechReport{Zorcolo:1997:TVV, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:11", idxdatepub = "1997:11", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Antonio Zorcolo and Piero Pili and Enrico Gobbetti}, title = {{TVR}: Un Visualizzatore Volumetrico ad Alte Prestazioni basato su {OpenGL 1.0}}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/}, year = {1997}, month = nov, url = {http://www.crs4.it/vic/data/papers/crs4-tr-97-tvr2d.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @TechReport{Leone:1997:CSB, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:10", idxdatepub = "1997:10", idxkey = {Sciviz}, idxproject = {CFD2}, author = {Andrea O. Leone and Enrico Gobbetti}, title = {A Comparative Study on Binary Scientific Data Formats}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/67}, month = oct, year = {1997}, abstract = {In this technical report a set of binary scientific data formats are examined}, url = {http://www.crs4.it/vic/data/papers/crs4-tr-97-67.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @TechReport{Leone:1997:CSM, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:10", idxdatepub = "1997:10", idxkey = {SCIVIZ}, idxproject = {CFD2}, author = {Andrea O. Leone and Enrico Gobbetti}, title = {A Comparative Study on Modular Visualization Environments}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/65}, month = oct, year = {1997}, abstract = {Modular Visualization Environment (MVE) systems constitute a particular class of Visualization Packages. They are not visualization programs, but rather environments to build visualization applications, accordingly to specific needs of data representation. It is now clear that MVE belong to the class of general purpose Visualization Packages, because this is the main property that characterize them. From the end-user point of view, MVE are extemely versatile and flexible. In many cases, setting up a personalized representation of data simply consists in interconnecting in a network a number of pre-existing modules with atomic functionality, creating the specific visualization pipeline that ends with the rendering of the data. The longer is the list of available modules, the bigger is the number of different visualization applications the user can build in the MVE. The following MVEs are reviewed in this document: Application Visualization System (AVS), by Advanced Visual Systems Inc., Data Explorer, by IBM Inc., and IRIS Explorer, by NAG Ltd.}, url = {http://www.crs4.it/vic/data/papers/crs4-tr-97-65.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @Article{Pili:1997:IVC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:03", idxdatepub = "1997:09", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Piero Pili and Antonio Zorcolo and Enrico Gobbetti and Massimiliano Tuveri}, title = {Interactive {3D} Visualization of Carotid Arteries}, journal = {International Angiology}, year = {1997}, month = sep, volume = {16}, number = {3}, pages = {153}, publisher = {Minerva Medica}, abstract = {We have developed an experimental medical volume visualization system supporting head-tracked stereoscopic viewing registered with direct {3D}-interaction. We aim to assess the suitability of these techiniques for surgical planning tasks in real medical settings. We are interested in visualizing carotid arteries in depth by using interactive volume visualization, motion parallax and stereoscopic cues. Our display when positioned as a surgical table provides the impression of looking down at the patient in a naturalistic way. With simple head motion good positions to observe the pathology are quickly estabilished. A six degree-of-freedom head tracker measures head motion then appropriate stereoscopic images are dymically generated for shutter-glass {3D} viewing. Co-registrating physical and virtual spaces beforhand means volume appear at fixed physical positions and permits directly interaction via a {3D} pointing device. The system was tested on a SGI Infinite Reality, with CristalEyes shutter-glasses and Logitech {3D} trackers. This permits interactive work with an operative data set.}, keywords = {Medical Volume Visualization, Head-tracked Stereoscopic Viewing, {3D} Interaction, Interactive Visualization}, annote = {}, url = {} } @InProceedings{Zorcolo:1997:MVV, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:03", idxdatepub = "1997:09", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Antonio Zorcolo and Piero Pili and Enrico Gobbetti}, title = {A Medical Volume Visualization System supporting Head-tracked Stereoscopic Viewing and Direct {3D} Interaction}, booktitle = {Proceedings 15th International EuroPACS Meeting}, pages = {}, month = sep, year = {1997}, editor = {C. Bartolozzi and D. Caramella}, address = {Conference held in Pisa, Italy}, abstract = {We have developed an experimental medical volume visualization system supporting head-tracked stereoscopic viewing registered with direct {3D} interaction. Our aim is to assess the suitability of these techniques for surgical planning tasks in real medical settings. In particular, vascular surgeons examining the distal site of the aneurysmatic sack are assisted by visualizing the artery aneurysm in depth. A better understanding of such complex spatial structures is achieved by incorporatingmotion parallax and stereoscopic cues to depth perception not available from static images. Our display when positioned as a surgical table provides theimpression of looking down at the patient in a naturalistic way. With simple head motions, good positions for observing the pathology are quickly established.}, keywords = {Medical Volume Visualization, Head-tracked Stereoscopic Viewing, {3D} Interaction, Interactive Visualization}, annote = {}, url = {http://www.crs4.it/vic/data/papers/europacs97.pdf} } @Article{Zorcolo:1997:HTS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:03", idxdatepub = "1997:09", idxkey = {Volren, Surgical}, idxproject = {VIVA}, author = {Antonio Zorcolo and Piero Pili and Enrico Gobbetti}, title = {Head-Tracked Stereoscopic Viewing and {3D} Interaction for Medical Volume Visualization}, journal = {Computer Aided Surgery}, year = {1997}, month = sep, volume = {2}, number = {}, pages = {42--49}, publisher = pub-WILEY, address = pub-WILEY:adr, editor = {}, note = {Proceedings First International Congress on Computer-Integrated Surgery in the Area od the Head and Spine (CIS'97), Held in Linz, Austria, September 25--27}, abstract = {}, keywords = {}, annote = {}, url = {} } @InProceedings{Turner:1997:MOO, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1997:03", idxdatepub = "1997:09", idxkey = {3DGUI,DESIGN}, idxproject = {METIS}, author = {Russell Turner and Li Song and Enrico Gobbetti}, title = {Metis: An Object-Oriented Toolkit for Constructing Virtual Reality Applications}, booktitle = {Proceedings Sixth Eurographics Workshop on Programming Paradigms in Graphics}, series = {Eurographics Workshop Proceedings Series}, publisher = pub-EUROGRAPHICS, pages = {79--90}, month = sep, year = {1997}, editor = {Farhad Arbab and Philipp Slusallek}, address = {Conference held in Budapest, Hungary}, abstract = {Virtual reality systems provide realistic look and feel by seamlessly integrating three-dimensional input and output devices. One software architecture approach to constructing such systems is to distributethe application between a computation-intensive simulator back-end and a graphics-intensive viewer front-end which implements user interaction. Inthis paper we discuss Metis, a toolkit we have been developing based on such a software architecture, which can be used for building interactiveimmersive virtual reality systems with computationally intense components. The Metis toolkit defines an application programming interface on thesimulator side, which communicates via a network with a standalone viewer program that handles all immersive display and interactivity. Networkbandwidth and interaction latency are minimized, by use of constraint network on the viewer side that declaratively defines much of dynamic andinteractive behavior of the application.}, keywords = {Virtual Reality, Distribution, Object-Oriented Graphics, Constraint}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ewppg97.pdf} } @InProceedings{Benevento:1997:WSW, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1996:12", idxdatepub = "1997:04", idxkey = {MM}, idxproject = {}, author = {Francesco Benevento and Enrico Gobbetti}, title = {{WebVideo}: Simple Web Tools for Video Viewing and Browsing}, pages = {}, booktitle = {Proceedings Sixth International World Wide Web Conference, Poster Sessions}, year = {1997}, month = apr, editor = {}, address = {Conference held in Santa Clara, CA, USA}, abstract = {In this paper, we describe WebVideo, a library of simple tools for video browsing and viewing. The library offers a solid basis for developing web applications to view and browse video sequences and slide sets, as well as for distributing videos and images from real-time video sources. Since video transmission is based on a de-facto standard technology, the server-push method, remote users do not need any specific hardware or software in addition to a web browser. The tools offer an adequate support for applications where image quality and simplicity of use are more important than high frame rates and perfect audio synchronization. WebVideo is available in the public domain and has been used for over one year in applications such as distance learning, slides presentations, and Internet TV broadcasting.}, keywords = {Image browsing, Web tools, Hypermedia, Server Push, Live video}, annote = {}, url = {http://www.crs4.it/vic/data/papers/www6.pdf} } @TechReport{Leone:1997:THD, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:04", idxdatepub = "1997:04", idxkey = {SCIVIZ}, idxproject = {}, author = {Andrea O. Leone and Maria Grazia Setzu and Gianluigi Zanetti and Enrico Gobbetti}, title = {Time History: A data format for scientific data}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/11}, year = {1997}, url = {} } @TechReport{Bettio:1997:ATD, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:02", idxdatepub = "1997:02", idxkey = {RENDERING}, idxproject = {}, author = {Fabio Bettio and Riccardo Scateni}, title = {Acquisizione e Trattamento delle Immagini Digitali}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/30}, year = {1997}, } @TechReport{Gobbetti:1997:TVV, idxstatus = "Techreport", idxmedium = "Text", idxdatesub = "1997:02", idxdatepub = "1997:02", idxkey = {Volren, Sciviz}, idxproject = {}, author = {Enrico Gobbetti and Piero Pili and Riccardo Scateni}, title = {Tecniche di visualizzazione volumetrica di carotaggi}, institution = inst-CRS4, address = inst-CRS4:adr, number = {97/29}, year = {1997}, url = {http://www.crs4.it/vic/data/papers/crs4-tr-97-29.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } @InCollection{Gobbetti:1997:EAE, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:12", idxdatepub = "1997:01", idxkey = {Terrain, TCR, MM}, idxproject = {I3D}, author = {Enrico Gobbetti and Russell Turner}, title = {Exploring Annotated {3D} Environments on the World-Wide Web}, pages = {31--46}, booktitle = {Intelligent Hypertext: Advanced Techniques for the World-Wide Web}, series = ser-LNCS, volume = {1326}, publisher = pub-SV, address = pub-SV:adr, year = {1997}, editor = {Jim Mayfield and Charles Nicholas}, abstract = {The long-term goal of combining virtual reality and the Internet is to create networked multi-user simulations of virtual environments. The Virtual Reality Modeling Language (VRML) represents a limited but significant step towards this goal by creating a standard data file format for representing {3D} scene information, together with hyper-link information for associating it with other types of Web documents. Current proposals for extending VRML-1.0 to add behaviors will bring this goal closer, but much work remains to be done. This chapter gives a brief summary of VRML and then describes two significant projects currently under development based on {i3D}, a high-performance VRML browser developed by one of the authors. The first of these, currently being used at the European Laboratory for Particle Physics ({CERN}), uses an annotated virtual environment to visualize and walk through the physical design of the new Lepton-Hadron Collider (LHC) before it is built. The second project, Virtual Sardinia, allows the user to tour a {3D} terrain visualization of the island and access historic and tourist information through hyper-links.}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ht-lncs96.pdf} } %################################ %### 1996 %################################ @Article{Balaguer:1996:UIG, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1994:03", idxdatepub = "1996:08", idxkey = {VB2, 3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {{3D} User Interfaces for General-Purpose {3D} Animation}, journal = j-COMPUTER, publisher = pub-IEEE, volume = {29}, number = {8}, pages = {71--78}, month = aug, year = {1996}, coden = {CPTRB4}, issn = {0018-9162}, affiliation = {CERN, Geneva, Switzerland}, classification= {722.2; 723.2; 723.5}, journalabr = {Computer}, abstract = {Modern {3D} animation systems let a growing number of people generate increasingly sophisticated animated movies, frequently for tutorials or multimedia documents. However, although these tasks are inherently three dimensional, these systems' user interfaces are still predominantly two dimensional. This makes it difficult to interactively input complex animated {3D} movements. We have developed Virtual Studio, an inexpensive and easy-to-use {3D} animation environment in which animators can perform all interaction directly in three dimensions. Animators can use {3D} devices to specify complex {3D} motions. Virtual tools are visible mediators that provide interaction metaphors to control application objects. An underlying constraint solver lets animators tightly couple application and interface objects. Users define animation by recording the effect of their manipulations on models. Virtual Studio applies data-reduction techniques to generate editable representations of each animated element that is manipulated.}, keywords = {Animation; Computer graphics equipment; Computer simulation; Computer workstations; Data reduction; Direct manipulation; General purpose animation systems; Graphical user interfaces; Graphics architecture; Human computer interaction; Interactive computer graphics; Interactive devices; Interprocess communication; Motion pictures; Special effects; Synthetic worlds; Three dimensional animation; Three dimensional computer graphics; Three dimensional interaction techniques; Two dimensional; User interfaces; Virtual reality; Virtual Studio; Virtual tools}, url = {http://www.crs4.it/vic/data/papers/ieee-computer96.pdf} } @Article{Turner:1996:HTS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1996:01", idxdatepub = "1996:09", idxkey = {LEMAN,3DGUI, MODELING, ANIMATION}, idxproject = {LEMAN}, author = {Russell Turner and Enrico Gobbetti and Ian Soboroff}, title = {Head-Tracked Stereo Viewing with Two-Handed {3D} Interaction for Animated Character Construction}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, volume = {15}, number = {3}, pages = {197--206, 470}, month = sep, year = {1996}, issn = {0167-7055}, classification= {722.2; 722.4; 723.1; 723.5; 741.2; C5260B (Computer vision and image processing techniques); C5540B (Interactive-input devices); C6130B (Graphics techniques)}, note = {Proceedings of the 1996 17th Annual Conference and Exhibition of the European Association for Computer Graphics, Eurographics'96, Held in Poitiers, France}, abstract = {In this paper, we demonstrate a new interactive {3D} desktop metaphor based on two-handed {3D} direct manipulation registered with head-tracked stereo viewing. In our configuration, a six-degree-of-freedom head-tracker and CrystalEyes shutter glasses are used to produce stereo images that dynamically follow the user head motion. {3D} virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. The user interacts with the simulated {3D} environment using both hands simultaneously. The left hand, controlling a Spaceball, is used for {3D} navigation and object movement, while the right hand, holding a {3D} mouse, is used to manipulate through a virtual tool metaphor, the objects appearing in front of the screen because of negative parallax. In this way, both incremental and absolute interactive input techniques are provided by the system. Hand-eye coordination is made possible by registration between virtual and physical space, allowing a variety of complex {3D} tasks to be performed more easily and more rapidly than is possible using traditional interactive techniques. The system has been tested using both Polhemus Fastrak and Logitech ultrasonic input devices for tracking the head and {3D} mouse.}, keywords = {3D animated characters; {3D} mouse; {3D} navigation; {3D} object; {3D} virtual objects; absolute interactive input techniques; animated character construction; Animated character construction; animated character construction; Animation; Character modeling; complex {3D} tasks; computer animation; computer graphic equipment; Computer simulation; Computer software; coordination; CrystalEyes shutter glasses; devices; freedom head-tracker; hand-eye; Head tracking; head-tracked stereo viewing; images; incremental interactive input techniques; interactive; interactive {3D} desktop; Interactive computer graphics; Interactive computer systems; Logitech; metaphor; Mice (computer peripherals); movement; Polhemus Fastrak ultrasonic input; simulated environment; six degree-of-; Spaceball; stereo; stereo image processing; Stereo vision; Stereoscopic display; Three dimensional computer graphics; two-handed {3D} direct manipulation; two-handed {3D} interaction; ultrasonic input devices; User interfaces; virtual reality; Virtual reality; virtual space; Virtual tools}, url = {http://www.crs4.it/vic/data/papers/eg96-htsv.pdf} } @Article{Gobbetti:1996:VSL, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1996:03", idxdatepub = "1996:09", idxkey = {Terrain, TCR, MM, VISIM}, idxproject = {I3D}, author = {Enrico Gobbetti and Andrea Leone}, title = {Virtual Sardinia: a Large-Scale Hypermedia Regional Information System}, journal = {Computer Networks and ISDN Systems}, year = {1996}, volume = {28}, number = {7--11}, pages = {1539--1546}, month = sep, abstract = {The Virtual Sardinia project aims at collecting a large amount of heterogeneous data concerning the island of Sardinia and representing them in such a way that a casual user can easily navigate through them in a virtual trip. All these data are interconnected in an hypermedia way, browsable in the World-wide Web, ranging from geographic to archaeological data, from historical to touristical information, both in {2D} and {3D}. One of the central components of Virtual Sardinia is {i3D}, a high-speed {3D} scene viewer for the World-wide Web. Using a Spaceball, the user can intuitively navigate with continuous viewpoint control inside three-dimensional data, while selecting {3D} objects with the mouse triggers requests for access to remote media documents that can be distributed over the Internet. This allows to explore interactively a three-dimensional reconstruction of the island of Sardinia built from a digital terrain model texture-mapped with satellite images. Alternate interactive views of the model are provided in the form of movies, sequences, or clickable maps. The combination of these models becomes a natural front-end for querying all kinds of scientific, cultural, and touristic information about Sardinia. We believe that this approach opens a new way to create regional information systems easily available that could be made available to the general public.}, keywords = {Hypermedia, {3D} Visualization, VRML, WWW Browser, View-and-markup Tools.}, annote = {}, MASKEDurl = {http://www.crs4.it/PRJ/VIRTSARD/PAPERS/WWW96/} } @InCollection{Criscione:1996:DIS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:12", idxdatepub = "1996:01", idxkey = {SCIVIZ}, idxproject = {}, author = {Paola Criscione and Claudio Montani and Riccardo Scateni and Roberto Scopigno}, title = {{DiscMC}: an interactive system for fast fitting isosurface on volume data}, pages = {178--190}, booktitle = {Virtual Environments and Scientific Visualization}, publisher = pub-SV, address = pub-SV:adr, year = {1996}, editor = {Martin Goebel}, abstract = {}, keywords = {}, annote = {}, url = {}, } @InCollection{Gobbetti:1996:ITN, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:12", idxdatepub = "1996:01", idxkey = {Terrain, TCR, MM}, idxproject = {I3D}, author = {Enrico Gobbetti and Riccardo Scateni}, title = {Interactive Tools for Navigation in {3D} Spaces}, booktitle = {CRS4 Bulletin 1995}, publisher = inst-CRS4, address = inst-CRS4:adr, year = 1996, editor = {}, abstract = {{i3D} is a VRML browser, a system that combines the {3D} input and high-performance rendering capabilities of high-end virtual reality systems with the data fetching abilities of network browsers. Using a Spaceball, the user can intuitively navigate inside the three-dimensional data, while selecting {3D} objects with the mouse triggers requests for access to remote media documents that can be text, still images, animations or even other {3D} models. Time-critical rendering techniques allow the system to display complex {3D} scenes at high and constant frame rates, making it possible to use it in the context of large scale projects. The system is currently being used at {CERN} as a visualization and data management tool for the design of the new Large Hadron Collider, and is used at {CRS4} as a basis for the Virtual Sardinia project}, pages = {80--84}, url = {}, } @InCollection{Balaguer:1996:IHS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:12", idxdatepub = "1996:05", idxkey = {TCR, MM}, idxproject = {I3D}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {{i3D}: A High Speed {3D} Web Browser}, pages = {}, booktitle = {VRML: Bringing Virtual Reality to the Internet}, month = may, year = {1996}, editor = {John R. Vacca}, publisher = pub-AP-PROFESSIONAL, address = pub-AP-PROFESSIONAL:adr, isbn = {0127099115}, abstract = {}, keywords = {}, note = {Revised version of VRML'95 conference paper}, annote = {}, url = {} } %################################ %### 1995 %################################ @Booklet{Gobbetti:1996:TOO, idxstatus = "Lecture", idxmedium = "Text", idxdatesub = "1996:06", idxdatepub = "1996:06", idxkey = {}, idxproject = {}, title = {Topics in Object-Oriented Technology}, author = {Enrico Gobbetti and Charles Nicholas}, howpublished = {Graduate Course 691J Tutorial Notes}, address = {Computer Science Department, University of Maryland Baltimore County}, abstract = {The course will provide an in-depth treatment of object-oriented software development, including analysis, design, and programming. The focus will be on the construction of correct, reusable, and efficient software through a systematic application of design by contract. One important design method will be presented in detail, different programming paradigms will be contrasted, and several object-oriented languages (including C++, Eiffel, and Java) will be analyzed. Individual programming projects and a group design project are planned. Students will also be expected to make in-class presentations on selected topics.}, year = 1996, MASKEDthumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, MASKEDurl = {http://www.csee.umbc.edu/courses/graduate/691J/} } @InCollection{Leone:1995:VIC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:05", idxdatepub = "1995:05", idxkey = {SCIVIZ}, idxproject = {}, author = "Andrea O. Leone and Riccardo Scateni", title = "Visualization of Internal Combustion Simulations in a Modular Environment", booktitle = "Visualization in Scientific Computing '95", pages = "126--134", publisher = "Springer-Verlag Wien", year = "1995", ISBN = "3-211-82729-3", isnn = "0946-2767", editor = "R. Scateni and J. van Wijk and P. Zanarini", month = may, abstract = "We describe here a solution to the problem of visualizing the results of simulations of a combustion chamber in a power plant. We used for this a modular visualization environment: Iris Explorer. We sketch first the fluid-dynamics problem to solve, and then focus our attention on how to face the visualization problems, especially how to visualize several different scalar fields at the same time. Then we describe our proposed environment for the solution with the description of several new modules for Iris Explorer we implemented describing their advantages and disadvantages. Finally, we talk about the possible future evolution of the project.", } @InProceedings{Balaguer:1995:IHS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:06", idxdatepub = "1995:12", idxkey = {TCR, MM}, idxproject = {I3D}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {{i3D}: a high-speed {3D Web} browser}, editor = {}, booktitle = {1995 Symposium on the Virtual Reality Modeling Language ({VRML} `95)}, publisher = pub-ACM, address = {Conference held in San Diego, CA, USA}, isbn = {0-89791-818-5}, pages = {69--76}, year = {1995}, month = dec, affiliation = {Center for Adv. Studies, Res. and Dev., Sardinia, Italy}, abstract = {In this paper, we present {i3D}, a system that combines the {3D} input and high-performance rendering capabilities of high-end virtual reality systems with the data fetching abilities of network browsers. Using a Spaceball, the user can intuitively navigate inside the three-dimensional data, while selecting {3D} objects with the mouse triggers requests for access to remote media documents that can be text, still images, animations or even other {3D} models. Time-critical rendering techniques allow the system to display complex {3D} scenes at high and constant frame rates, making it possible to use it in the context of large scale projects. The system is currently being used at {CERN} as a visualization and data management tool for the design of the new Large Hadron Collider, and at {CRS4} for the Virtual Sardinia project and in the networked educational system {IPERLER}. {i3D} is available through anonymous ftp from various sites on the Internet.}, keywords = {Hypermedia, {3D} Visualization, VRML, WWW Browser, View-and-markup Tools, SGML}, url = {http://www.crs4.it/vic/data/papers/vrml95.pdf} } @InProceedings{Gobbetti:1995:VSH, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:06", idxdatepub = "1995:12", idxkey = {Terrain, TCR, MM}, idxproject = {I3D}, author = {Enrico Gobbetti and Andrea Leone and Alberto Marini}, title = {Virtual Sardinia: a Hypermedia Fly-through with Real Data}, pages = {253--260}, booktitle = {Proceedings of the International Workshop on Soft Computing in Remote Sensing Data Analysis}, year = {1995}, editor = {E. Binaghi and P. A. Brivio and A. Rampini}, address = {Conference held in Milan, Italy}, abstract = {The Virtual Sardinia project aims at collecting a large amount of heterogeneous data concerning the island of Sardinia and representing them in such a way that a casual user can easily navigate through them in a virtual trip. All these data are interconnected in an hypermedia way, browsable in the World-wide Web, ranging from geographic to archaeological data, from historical to touristical info, both in {2D} and {3D}. The central component of Virtual Sardinia is {i3D}, a high-speed {3D} scene viewer for the World-wide Web. Using a Spaceball, the user can intuitively navigate with continuous viewpoint control inside three-dimensional data, while selecting {3D} objects with the mouse triggers requests for access to remote media documents that can be distributed over the Internet. For the Virtual Sardinia project, the main {3D} model that is explored by the users is a three-dimensional reconstruction of the island of Sardinia built from a digital terrain model texture-mapped with satellite images.}, keywords = {}, annote = {}, url = {http://www.crs4.it/vic/data/papers/wscrsda95.pdf} } @InProceedings{Gobbetti:1995:IIS, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:02", idxdatepub = "1995:08", idxkey = {TCR, MM}, idxproject = {I3D}, author = {Enrico Gobbetti and Jean-Francis Balaguer}, title = {{i3D}: An Interactive System for Exploring Annotated {3D} Environments}, pages = {16--30}, booktitle = {Scientific Visualization '95 (AICA '95 International Symposium on Scientific Visualization Proceedings)}, year = {1995}, month = aug, editor = {Riccardo Scateni}, address = {Conference held in Chia, Italy}, publisher = pub-WORLD-SCI, abstract = {In this paper, we present I3D, a system that combines the {3D} input and high-performance rendering capabilities of high-end virtual reality systems with the data fetching abilities of network browsers. Using a Spaceball, the user can intuitively navigate inside the three-dimensional data, while selecting {3D} objects with the mouse triggers requests for access to remote media documents that can be text, still images, animations or even other {3D} models. Time-critical rendering techniques allow the system to display complex {3D} scenes at high and constant frame rates, making it possible to use it in the context of large scale projects. The system is currently being used at {CERN} as a visualization and data management tool for the design of the new Large Hadron Collider, and will be used at {CRS4} in the networked educational system IPERLER.}, keywords = {Hypermedia, {3D} Visualization, {3D} Walkthrough, View-and-markup Tools.}, annote = {}, url = {http://www.crs4.it/vic/data/papers/aica95.pdf} } @InProceedings{Balaguer:1995:SIAa, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:03", idxdatepub = "1995:09", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {Supporting Interactive Animation Using Multi-way Constraints}, pages = {17--28}, booktitle = {Proceedings of the Fifth Eurographics Workshop on Programming Paradigms in Graphics}, publisher = pub-EUROGRAPHICS, address = {Conference held in Maastricht, The Netherlands}, month = sep, year = {1995}, editor = {Remco Veltkamp and Edwin Blake}, abstract = {This paper presents how the animation subsystem of an interactive environment for the visual construction of {3D} animations has been modeled on top of an object-oriented constraint imperative architecture. The system demonstrates that, although they are limited to expressing acyclic conflict-free graphs, multi-way dataflow constraint are general enough to model a large variety of behaviors while remaining efficient enough to ensure the responsiveness of large interactive {3D} graphics applications.}, keywords = {Data Reduction, {3D} Animation, {3D} Interaction, Performance-Driven Animation}, annote = {}, url = {} } @InCollection{Balaguer:1995:SIAc, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:09", idxdatepub = "1995:09", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {Supporting Interactive Animation Using Multi-way Constraints}, pages = {17--28}, booktitle = {Programming Paradigms in Graphics'95}, publisher = pub-SV, address = pub-SV:adr, year = {1995}, editor = {Remco Veltkamp and Edwin Blake}, abstract = {This paper presents how the animation subsystem of an interactive environment for the visual construction of {3D} animations has been modeled on top of an object-oriented constraint imperative architecture. In our architecture, there is no intrinsic difference between user-interface and application objects. Multi-way dataflow constraints provide the necessary tight coupling among components that makes it possible to seamlessly compose animated and interactive behaviors. Indirect paths allow an effective use of the constraint model in the context of dynamic applications. The ability of the underlying constraint solver to deal with hierarchies of multi-way, multi-output dataflow constraints, together with the ability of the central state manager to handle indirect constraints are exploited to define most of the behaviors of the modeling and animation components in a declarative way. The ease of integration between all system's components opens the door to novel interactive solution to modeling and animation problems. By recording the effects of the user's manipulations on the models, all the expressive power of the {3D} user interface is exploited when defining animations. This performance-based approach complements standard key-framing systems by providing the ability to create animations with straight-ahead actions. At the end of the recording session, animation tracks are automatically updated to integrate the new piece of animation. Animation components can be easily synchronized using constrained manipulation during playback. The system demonstrates that, although they are limited to expressing acyclic conflict-free graphs, multi-way dataflow constraint are general enough to model a large variety of behaviors while remaining efficient enough to ensure the responsiveness of large interactive {3D} graphics applications.}, note = {Revised version of Eurographics Workshop on Programming Paradigms in Graphics'95 paper}, keywords = {Data Reduction, {3D} Animation, {3D} Interaction, Performance-Driven Animation}, annote = {}, url = {http://www.crs4.it/vic/data/papers/ewppcg95.pdf} } @InProceedings{Gobbetti:1995:IEV, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:01", idxdatepub = "1995:08", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Enrico Gobbetti and {Jean-Francis} Balaguer}, title = {An Integrated Environment to Visually Construct {3D} Animations}, editor = {Robert Cook}, series = {Annual Conference Series}, pages = {395--398}, booktitle = {SIGGRAPH 95 Conference Proceedings}, year = {1995}, organization = {ACM SIGGRAPH}, publisher = pub-AW, month = aug, address = {Conference held in Los Angeles, CA, USA}, abstract = {In this paper, we present an expressive {3D} animation environment that enables users to rapidly and visually prototype animated worlds with a fully {3D} user-interface. A {3D} device allows the specification of complex {3D} motion, while virtual tools are visible mediators that live in the same {3D} space as application objects and supply the interaction metaphors to control them. In our environment, there is no intrinsic difference between user-interface and application objects. Multi-way constraints provide the necessary tight-coupling among components that makes it possible to seamlessly compose interactive and animated behaviors. By recording the effects of manipulations, all the expressive power of the {3D} user-interface is exploited to define animations. Effective editing of recorded manipulations is made possible by compacting all continuous parameter evolutions with an incremental data-reduction algorithm, designed to preserve both geometry and timing. The automatic generation of editable representations of interactive performances overcomes one of the major limitations of current performance animation systems. Novel interactive solutions to animation problems are made possible by the tight integration of all system components. In particular, animations can be synchronized by using constrained manipulation during playback. The accompanying video tape illustrates our approach with interactive sequences showing the visual construction of {3D} animated worlds. All the demonstrations were recorded live and were not edited.}, url = {http://www.crs4.it/vic/data/papers/sig95.pdf} } @Article{Balaguer:1995:SA, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1995:01", idxdatepub = "1995:09", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, title = {Sketching {3D} Animations}, journal = j-CG-FORUM, publisher = pub-BLACKWELL, address = pub-BLACKWELL:adr, volume = {14}, number = {3}, pages = {C241--C258}, month = sep, year = {1995}, coden = {CGFODY}, issn = {0167-7055}, classification= {C4130 (Interpolation and function approximation); C6130B (Graphics techniques); C6180 (User interfaces)}, note = {Proceedings of the 1995 16th Annual Conference and Exhibition of the European Association for Computer Graphics, Eurographics'95, Held in Maastricht, the Netherlands}, corpsource = {Center for Res. Studies in Sardinia, Cagliari, Italy}, abstract = {We are interested in providing animators with a general-purpose tool allowing them to create animations using straight-ahead actions as well as pose-to-pose techniques. Our approach seeks to bring the expressiveness of real-time motion capture systems into a general-purpose multi-track system running on a graphics workstation. We emphasize the use of high-bandwidth interaction with {3D} objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Moerken knot removal strategy, we derive an incremental algorithm that computes a B-spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to {3D} animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight-ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation of future work.}, keywords = {3D; {3D} animation sketching; {3D} objects; ahead actions; B-spline approximation; computer animation; Constant latency time; constant latency time; continuous parameter evolution; Continuous parameter evolution; data reduction; Data reduction; data reduction; graphics workstation; Graphics workstation; graphics workstation; high-bandwidth interaction; High-bandwidth interaction; Incremental algorithm; incremental algorithm; interactive systems; Knot removal strategy; knot removal strategy; multitrack system; Multitrack system; multitrack system; objects; pose-to-pose techniques; Pose-to-pose techniques; pose-to-pose techniques; real-time motion capture; Real-time motion capture; real-time systems; specification; Specification; specification; splines (mathematics); straight-; Straight-ahead actions; three dimensional animation; Three dimensional animation; three dimensional animation; user interfaces}, thesaurus = {Computer animation; Data reduction; Interactive systems; Real-time systems; Splines [mathematics]; User interfaces}, treatment = {P Practical; T Theoretical or Mathematical}, url = {http://www.crs4.it/vic/data/papers/eg95.pdf} } @Booklet{Balaguer:1995:LFD, idxstatus = "Lecture", idxmedium = "Text", idxdatesub = "1995:01", idxdatepub = "1995:09", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, title = {Leaving Flatland: from the Desktop Metaphor to Virtual Reality}, author = {Jean-Francis Balaguer and Enrico Gobbetti}, howpublished = {Eurographics -- 15th Annual Conference and Exhibition of the European Association for Computer Graphics}, address = {Conference held in Maastricht, The Netherlands}, month = aug, year = 1995, } %################################ %### 1994 %################################ @InProceedings{Montani:1994:DMC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1994:10", idxdatepub = "1994:03", idxkey = {SCIVIZ}, idxproject = {}, author = "Claudio Montani and Riccardo Scateni and Roberto Scopigno", title = "Discretized Marching Cubes", pages = "281--287", ISBN = "0-8186-6626-9", editor = "R. Daniel Bergeron and Arie E. Kaufman", booktitle = "Proceedings of the Conference on Visualization", month = oct, publisher = "IEEE Computer Society Press", address = "Los Alamitos, CA, USA", year = "1994", } @Article{Montani:1994:MLT, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1998:11", idxdatepub = "2000:02", idxkey = {SCIVIZ}, idxproject = {}, author = {Claudio Montani and Riccardo Scateni and Roberto Scopigno}, title = {A modified look-up table for implicit disambiguation of Marching Cubes}, journal = {The Visual Computer}, publisher = pub-SV, address = pub-SV:adr, volume = 10, number = 6, pages = {353--355}, month = dec, year = 1994, abstract = {}, keywords = {}, url = {}, } %################################ %### 1993 %################################ @InProceedings{Gobbetti:1993:VAI, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:03", idxdatepub = "1993:10", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Enrico Gobbetti and Jean-Francis Balaguer}, title = {{VB2}: An Architecture for Interaction in Synthetic Worlds}, booktitle = {Proceedings of the ACM SIGGRAPH Symposium on User Interface Software and Technology}, series = {Virtual Reality}, publisher = pub-ACM, address = {Conference held in Atlanta, GA, USA}, pages = {167--178}, year = {1993}, copyright = {(c) Copyright 1993 Association for Computing Machinery}, keywords = {User interface design, {3D} interaction, {3D} virtual tools, Gestural input, Virtual reality, Object-oriented graphics, Hierarchical constraints}, abstract = {This paper describes the {VB2} architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system.}, url = {http://www.crs4.it/vic/data/papers/uist93.pdf} } @InCollection{Gobbetti:1993:VBT, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:08", idxdatepub = "1993:10", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Enrico Gobbetti and Jean-Francis Balaguer}, title = {{Virtuality Builder} {II}: On The Topic of {3D} Interaction}, booktitle = {Virtual Reality and Multimedia}, editor = {Daniel Thalmann and Nadia Magnenat-Thalmann}, year = 1993, publisher = pub-WILEY, address = pub-WILEY:adr, abstract = {Most of today's user interfaces for {3D} graphics systems still predominantly use {2D} widgets, even though current graphical hardware should make it possible to create applications in which the user directly manipulates aspects of three-dimensional synthetic worlds. The difficulties associated with achieving the key goal of immersion has led the research in virtual environments to concentrate far more on the development of new input and display devices than on higher-level techniques for {3D} interaction. It is only recently that interaction with synthetic worlds has tried to go beyond straightforward interpretation of physical device data. The design space for {3D} interaction tools and techniques remains mostly unexplored, while being far larger than in standard {2D} applications. Moreover, as stated by Myers, \"the only reliable way to generate quality interfaces is to test prototypes with users and modify the design based on their comments\". The creation of complex interactive applications is an inherently iterative process that requires user interface tools, such as toolkits or frameworks. The lack of experience in {3D} interfaces makes it extremely difficult to design {3D} interface toolkits or frameworks. We believe that offering the possibility to rapidly prototype and test novel interaction techniques should be the primary goal of such tools. It is therefore more important for these tools to provide a wide range of interaction components, than to enforce a particular interface style. In this paper we present the {Virtuality Builder II} ({VB2}) framework developed at the Swiss Federal Institute of Technology for the construction of {3D} interactive applications. First, we'll give an overview of the design concepts of {VB2}. Next, we will concentrate on how users interact with dynamic models through direct manipulation, gestures, and virtual tools.}, url = {http://www.crs4.it/vic/data/papers/vrmm93.pdf} } @InCollection{Gobbetti:1993:BIA, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:01", idxdatepub = "1993:05", idxkey = {VB2,3DGUI, DESIGN, ANIMATION}, idxproject = {VB2}, author = {Enrico Gobbetti and Jean-Francis Balaguer and Angelo Mangili and Russell Turner}, title = {Building an Interactive {3D} Animation System}, booktitle = {Object-Oriented Applications}, publisher = pub-PH, address = pub-PH:adr, year = 1993, editor = {Bertrand Meyer and Jean-Marc Nerson}, pages = {211-242}, url = {http://www.crs4.it/vic/data/papers/ooapp.pdf} } @InProceedings{Kalra:1993:MTF, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:04", idxdatepub = "1993:11", idxkey = {ANIMATION}, idxproject = {VB2}, author = {Prem Kalra and Enrico Gobbetti and Daniel Thalmann and Nadia Magnenat-Thalmann}, title = {A Multimedia Testbed for Facial Animation Control}, booktitle = {Proceedings International Conference on Multi-Media Modeling (MMM'93)}, address = {Conference held in Singapore}, abstract = {This paper presents an open testbed for controlling facial animation. The adopted controlling means can act at different levels of abstraction (specification). These means of control can be associated with different interactive devices and media thereby allowing a greater flexibility and freedom to the animator. Possibility of integration and mixing of control means provides a general platform where a user can experiment with his choice of control method. Experiments with input accessories like the keyboard of a music sinthesizer and gestures from the DataGlove are illustrated.}, keywords = {Facial Expression, Animation Control, Gestures, MIDI Keyboard, DataGlove, Performance Animation}, month = nov, year = {1993}, pages = {59--72}, url = {http://www.crs4.it/vic/data/papers/mmm93.pdf} } @InProceedings{Turner:1993:IGCb, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:01", idxdatepub = "1993:05", idxkey = {DESIGN, ANIMATION}, idxproject = {VB2}, author = {Russell Turner and Enrico Gobbetti and Jean-Francis Balaguer and Angelo Mangili}, title = {An Interactive {3D} Graphics Class Library in {Eiffel}}, booktitle = {Proceedings Eurographics Workshop on Object-Oriented Graphics}, series = {Eurographics Workshop Proceedings Series}, publisher = pub-EUROGRAPHICS, address = {Conference held in Champ\'ery, Switzerland}, year = {1993}, pages = {}, abstract = {An object-oriented design is presented for building interactive {3D} graphics applications. The design takes the form of a library of classes written in {Eiffel}, an object oriented language with multiple inheritance, static typing, dynamic binding, garbage collection, and assertion checking. The classes form a set of reusable components from which a variety of other interactive {3D} graphics applications could easily be constructed. A discussion of the overall design goals and philosophy is given. This is followed by a summary description of the purpose and implementation of each of the component class clusters. Finally, the issues are discussed of applying object-oriented techniques to interactive {3D} graphics, including encapsulation of existing software and the implementation on a Silicon Graphics Iris workstation.}, url = {} } @InCollection{Turner:1993:IGC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1993:05", idxdatepub = "1993:09", idxkey = {DESIGN, ANIMATION}, idxproject = {VB2}, author = {Russell Turner and Enrico Gobbetti and Jean-Francis Balaguer and Angelo Mangili}, title = {An Interactive {3D} Graphics Class Library in {Eiffel}}, booktitle = {Advances in Object Oriented Graphics {II}}, editor = {Edwin Blake and Chris Laffra and Vicky {de Mey} and Xavier Pintado}, publisher = pub-SV, address = pub-SV:adr, year = {1993}, pages = {271--289}, isbn = {3-540-58314-9}, note = {Revised version of Eurographics Workshop on Object-Oriented Graphics'93 paper}, url = {http://www.crs4.it/vic/data/papers/ewoog.pdf} } @PhdThesis{Gobbetti:1993:VBV, idxstatus = "Thesis", idxmedium = "Text", idxdatesub = "1993:11", idxdatepub = "1993:12", idxkey = {VB2,3DGUI, DESIGN, MODELING, ANIMATION}, idxproject = {VB2}, author = {Enrico Gobbetti}, title = {Virtuality Builder II: Vers une architecture pour l'interaction avec des mondes synth{\'e}tiques}, school = inst-EPFL, address = inst-EPFL:adr, year = {1993}, abstract = {Virtuality Builder II is an object-oriented architecture based on constraint imperative programming to be used for the creation of interactive {3D} applications. Declarative and imperative techniques are jointly used to define a system's behavior: active variables store the state of the system, hierarchical multi-way constraints declaratively represent long-lived relations between objects, daemons are used for imperatively sequencing between system states; higher-order control techniques make it possible to integrate the constraints in a dynamic environment. A central state manager is responsible of incrementally satisfying the constraints, of maintaining the history of values, of handling higher order control, and of activating the daemons. This model frees the programmer from the tedious task of maintaining relationships by hand, while offering the means to uniformly represent all the aspects of an interactive application and to obtain a strong coupling between application and interaction objects, which is an essential feature of {3D} interfaces. Interaction objects are created by assembling active components that analyze their environment and react to its changes. This allows the integration of various interaction techniques, such as gestural input and constrained manipulation, and the creation of virtual tools, which are first-class mediators able to display a selective view of application objects and to offer the interaction metaphor to manipulate them.}, MASKEDurl = {http://www.crs4.it/{\~{}}gobbetti/publications/VB2-PhD.html}, } @Booklet{Gobbetti:1993:VRC, idxstatus = "Lecture", idxmedium = "Text", idxdatesub = "1993:06", idxdatepub = "1993:06", idxkey = {3DGUI}, idxproject = {VB2}, title = {A Virtual Reality Cookbook}, author = {Enrico Gobbetti and Jean-Francis Balaguer}, howpublished = {Tutorial notes, Computer Graphics International}, address = {Conference held in Lausanne, Switzerland}, month = jun, year = 1993, url = {http://www.crs4.it/vic/data/papers/cgi93-tutorial.pdf}, thumbnail = {http://www.crs4.it/vic/img/thumb-none.jpg}, } %################################ %### 1992 %################################ @InCollection{Gobbetti:1992:OOD, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1992:02", idxdatepub = "1992:08", idxkey = {5DTOOLKIT,DESIGN}, idxproject = {VB2}, author = {Enrico Gobbetti and Russell Turner}, title = {Object-Oriented Design of Dynamic Graphics Applications}, booktitle = {New Trends in Animation and Visualization.}, editor = {Daniel Thalmann and Nadia Magnenat-Thalmann}, publisher = pub-WILEY, address = pub-WILEY:adr, year = {1992}, pages = {43--58}, url = {http://www.crs4.it/vic/data/papers/oog92.pdf} } %################################ %### 1991 %################################ @InProceedings{Turner:1991:PIC, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1991:02", idxdatepub = "1991:08", idxkey = {5DTOOLKIT,3DGUI}, idxproject = {VB2}, author = {Russell Turner and Jean-Francis Balaguer and Enrico Gobbetti and Daniel Thalmann}, editor = {N. M. Patrikalakis}, title = {Physically-based Interactive Camera Motion Control using {3D} Input Devices}, booktitle = {Scientific Visualization of Physical Phenomena: Proceedings of CG International Tokyo}, pages = {135--145}, publisher = pub-SV, address = {Conference held in Tokyo, Japan}, year = {1991}, abstract = {The newest three-dimensional input devices, together with high speed graphics workstations, make it possible to interactively specify virtual camera motions for animation in real time. In this paper, we describe how naturalistic interaction and realistic-looking motion can be achieved by using a physically-based model of the camera's behavior. Our approach is to create an abstract physical model of the camera, using the laws of classical mechanics, which is used to simulate the virtual camera motion in real time in response to force data from the various {3D} input devices (e.g. the Spaceball, Polhemus and DataGlove). The behavior of the model is determined by several physical parameters such as mass, moment of inertia, and various friction coefficients which can all be varied interactively, and by constraints on the camera's degrees of freedom which can be simulated by setting certain friction parameters to very high values. This allows us to explore a continuous range of physically-based metaphors for controlling the camera motion. We present the results of experiments with several of these metaphors and contrast them with existing ones.}, keywords = {3D Interaction, Motion Control, Dynamics, Virtual Cameras}, url = {http://www.crs4.it/vic/data/papers/cgi91.pdf} } @InCollection{Turner:1991:ISW, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1991:02", idxdatepub = "1991:08", idxkey = {5DTOOLKIT,3DGUI}, idxproject = {5DTOOLKIT}, author = {Russell Turner and Jean-Francis Balaguer and Enrico Gobbetti and Daniel Thalmann}, editor = {G. N. Schmitt}, title = {Interactive Scene Walkthrough Using a Physically-Based Virtual Camera}, booktitle = {CAAD Futures '91, Conference Proceedings}, publisher = pub-VIEWEG, address = pub-VIEWEG:adr, pages = {511--520}, year = {1991}, abstract = {One of the most powerful results of recent advances in graphics hardware is the ability of a computer user to interactively explore a virtual buildin gor landscape. The newest three-dimensional input devices, together with high speed {3D} graphics workstations, make it possible to view and move through a {3D} scene by interactively controlling the motion of a virtual camera. In this paper, we describe how natural and intuitive control of building walkthrough can be achieved by using a physically-based model of the virtual camera's behavior. Using the laws of classical mechanics to create and abstract physical model of the camera, we then simulate the virtual camera motion in real time in response to force date from the various {3D} input devices (e.g. the Spaceball and Polhemus 3Space Digitizer). The resulting interactive behavior of the model is determined by several physical parameters such as mass, moment of inertia, and various friction coefficients which can all be varied interactively, and by constraints on the camera's degrees of freedom. This allows us to explore a continuous range of physically-based metaphors for controlling the camera motion. We present the results of experiments using several of these metaphors for virtual camera motion and describe the effects of the various physical parameters.}, keywords = {3D Interaction, Motion Control, Dynamics, Virtual Cameras}, url = {http://www.crs4.it/vic/data/papers/caad91.pdf} } %################################ %### 1990 %################################ @InProceedings{Turner:1990:OOM, idxstatus = "Published", idxmedium = "Text", idxdatesub = "1990:02", idxdatepub = "1990:08", idxkey = {5DTOOLKIT,3DGUI,DESIGN}, idxproject = {5DTOOLKIT}, author = {Russell Turner and Enrico Gobbetti and Jean-Francis Balaguer and Angelo Mangili and Daniel Thalmann}, title = {An Object-oriented Methodology with Dynamic Variables for Animation and Scientific Visualization}, booktitle = {Proceedings Computer Graphics International}, publisher = pub-SV, address = {Conference held in Singapore}, pages = {317--328}, year = {1990}, abstract = {An object-oriented design is presented for building dynamic three-dimensional applications. This design takes the form of the Fifth Dimension Toolkit consisting of a set of interrelated classes whose instances may be connected together in a variety of ways to form different applications. Animation is obtained by connecting graphical objects to dynamic variables, which are able to change their values over time by responding to events. The Fifth Dimension Toolkit is the core of the Fifth Dimension Project, a research project for animating synthetic actors in their environment. The design philosophy and methodology of the toolkit are also described, as well as some of the implementation issues for the Silicon Graphics Iris 4D workstation.}, keywords = {Object-Oriented, Animation, Scientific Visualization, Dynamic Variables.}, url = {http://www.crs4.it/vic/data/papers/cgi90.pdf} }