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    Eurographics, Italian Chapter Conference

    Eurographics, Italian Chapter Conference

    Conference

    年发文量

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    论文(107)

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    1Approximating Shapes with Standard and Custom 3D Printed LEGO Bricks
    Filippo Andrea Fanni, Alberto Dal Bello, Simone Sbardellini,Andrea Giachetti
    2021
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    2MLIC-Synthetizer: a Synthetic Multi-Light Image Collection Generator.
    Tinsae Gebrechristos Dulecha, Andrea Dall'Alba,Andrea Giachetti
    2019引用:1
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    3CageLab: an Interactive Tool for Cage-Based Deformations
    Sara Casti,Fabrizio Corda,Marco Livesu,Riccardo Scateni

    Posing a digital character by acting on the vertices of a coarse control cage is, after skeleton-based, probably the most widely used technique for digital animation. While skeleton-based techniques have been deeply researched and a variety of industrial and academic tools are available for it, cage-based techniques have historically received less attention. In recent years we observed an increasing interest in the field, which results in a growing number of publications both on algorithms for automatic or semi-automatic cage generation, and for smooth barycentric coordinates for general polyhedral meshes. We introduce CageLab: a novel research-oriented software tool that allows scholars and practitioners in general to get acquainted with cagebased animation in a lightweight and easy to use environment. Users can: (i) load digital characters and their associated cages, applying character deformations with a selection of the most widely used barycentric coordinates available in literature; (ii) compare alternative cages for a given digital character; (iii) compare alternative barycentric coordinates w.r.t their smoothness and locality within the cage; (iv) use CageLab for educational purposes, or to produce images and videos for scientific articles. We publicly release the tool to the community, with the hope to support this growth, and possibly foster even more research in the field. CCS Concepts •Computing methodologies → Animation; Shape modeling;

    2018引用:4
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    4Simplification of Shapes for Fabrication with V-Groove Milling Tools
    Alessandro Muntoni,Andreas Scalas,Stefano Nuvoli,Riccardo Scateni

    We introduce here a pipeline for simplifying digital 3D shapes with the aim of fabricating them using 2D polygonal flat parts. Our method generates shapes that, once unfolded, can be fabricated with CNC milling machines using special tools called V-Grooves. These tools make V-shaped furrows at given angles depending on the shape of the used tool. Milling the edges of each flat facet simplifies the manual assembly that consists only in folding the facets at the desired angle between the adjacent facets. Our method generates simplified shapes where every dihedral angle between adjacent facets belongs to a restricted set, thus making the assembly process quicker and more straightforward. Firstly, our method automatically computes a simplification of the model, iterating local changes on a triangle mesh generated by applying the Marching Cubes algorithm on the original mesh. The user performs a second manual simplification using a tool that removes spurious facets. Finally, we use a simple unfolding algorithm which flattens the polygonal facets onto the 2D plane, so that a CNC milling machine can fabricate it with a sheet of rigid material. CCS Concepts •Computing methodologies → Mesh models; Shape analysis; Shape modeling;

    2018引用:1
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    5Practical Offline Rendering of Woven Cloth.
    Vidar Nelson, Peter M. McEvoy,Marco Fratarcangeli

    The techniques for rendering woven cloth employed in a production environment often neglect many of the structural features of the fabric, as well as light-scattering processes that occur in the yarn. Research in this area has progressed, and new promising methods have recently been proposed; however, many of these are not applied in practice due to their inherent complexities. In this paper, we develop and implement a shader for woven cloth that fulfills some of the needs of a production environment using an existing model for simulating the interaction with light. The shader delivers highly realistic results that are comparable, and in some cases superior, to current methods used in a real production environment. We enriched and validated the proposed framework by using direct feedback from a large company that produces images of furniture using computer graphics. The results demonstrate that our shader accurately simulates the appearance of certain types of woven cloth, showing reflections that are not present in other methods in current use. Our shader is easy to integrate in existing pipelines, flexible because it provides the artist with enough parameters to recreate many different types of fabric, and generic for the domain of woven cloth because it is able to accept as input widely used WIF files, which describe weave patterns as well as yarn specific parameters.

    2016引用:2
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    高被引作者

    作者引用发文
    Fabio Ganovelli50075
    Paolo Cignoni49623
    Guido Ranzuglia49532
    Marco Callieri49393
    Matteo Dellepiane49383
    Massimiliano Corsini49342
    Giovanni Gallo1958
    Battiato S.1489
    Giovanni Maria Farinella1244
    Riccardo Scateni10711

    高产作者

    作者引用发文
    Riccardo Scateni10711
    Battiato S.1489
    Enrico Gobbetti958
    Giovanni Gallo1958
    Roberto Scopigno1038
    Laura Papaleo525
    Giovanni Pintore815
    Gianpiero Di Blasi1005
    Filippo Stanco895
    Fabio Ganovelli50075

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