Roberto Scopigno | Consiglio Nazionale delle Ricerche (CNR) (original) (raw)

School and Conference chair by Roberto Scopigno

Research paper thumbnail of CAA 2015 SIENA "KEEP THE REVOLUTION GOING"

The Computer Applications and Quantitative Methods in Archaeology (CAA) Annual Conference is one... more The Computer Applications and Quantitative Methods in Archaeology (CAA) Annual Conference is one of the major events in the calendar for scholars, specialists and experts in the field of computing technologies applied to archaeology.

The 43rd Computer Applications and Quantitative Methods in Archaeology “KEEP THE REVOLUTION GOING” Conference (CAA 2015 SIENA) will explore a multitude of topics to showcase ground-breaking technologies and best practice from various archaeological and computer sciences disciplines, with a large diversity of case studies from all over the world. Some of these topics are specific to the Italian scientific community, which played since the early stage of computer application a central role, participating to the debate and development in particular of GIS, databases, semantic, remote sensing, 3D data collection, modeling, visualization, etc.

The conference will be held in Italy at the University of Siena in collaboration with the National Research Council, from March 30th to April 3rd 2015.

The conference usually brings together hundreds of participants coming from all over the world involving delegates in parallel sessions, workshops, tutorials and roundtables.

Papers by Roberto Scopigno

Research paper thumbnail of Sampled 3D models for Cultural Heritage: which uses beyond visualization?

Virtual Archaeology Review, 2012

Research paper thumbnail of Gestione efficiente dei dati prodotti dai sistemi di scansione tridimensionale

La ricerca inerente i modelli tridimensionali per le applicazioni ai Beni Culturali (BC) si pone ... more La ricerca inerente i modelli tridimensionali per le applicazioni ai Beni Culturali (BC) si pone come obiettivo primario lo sviluppo e la sperimentazione di strumenti informatici che mettano a disposizione degli operatori del settore BC un nuovo mezzo di conoscenza: il modello digitale tridimensionale (3D) di un oggetto di interesse storico e/o artistico. Per modello 3D non si intendono, ovviamente, una o più immagini dell'oggetto o, tantomeno, un'animazione ottenuta "montando" opportunamente immagini fotografiche dello stesso (come è possibile realizzare con strumenti quali QuickTimeVR). Un modello 3D è una rappresentazione digitale fedele e misurabile dell'oggetto in esame ottenuta mediante la rappresentazione esplicita delle sue caratteristiche di forma e colore.

Research paper thumbnail of Metro: measuring error on simplified surfaces

This paper presents a new tool, Metro, designed t o c ompensate for a de ciency in many simpli ca... more This paper presents a new tool, Metro, designed t o c ompensate for a de ciency in many simpli cation methods proposed in literature. Metro allows one to compare the di erence b etween a pair of surfaces e.g. a triangulated mesh and its simpli ed r epresentation by adopting a surface sampling approach. It has been designed as a highly general tool, and it does no assuption on the particular approach used to build the simpli ed r epresentation. It returns both numerical results meshes areas and volumes, maximum and mean error, etc. and visual results, by coloring the input surface a c c ording to the approximation error.

Research paper thumbnail of External Memory Simplification of Huge Meshes

IEEE Transactions on Visualization and Computer Graphics, 2000

Very large triangle meshes, i.e. meshes composed by millions of faces, are becoming common in man... more Very large triangle meshes, i.e. meshes composed by millions of faces, are becoming common in many applications. Obviously, these complex meshes introduce severe overhead in transmission, rendering, processing and archival. Mesh simplification and LOD management have become a mature technology that in many cases can efficiently reduce the above overhead. But none of the available systems can manage meshes characterized

Research paper thumbnail of Simplification of tetrahedral volume with accurate error evaluation

IEEE Visualization, 2000

The techniques for reducing the size of a volume dataset by preserving both the geometrical/topol... more The techniques for reducing the size of a volume dataset by preserving both the geometrical/topological shape and the information encoded in an attached scalar field are attracting growing interest. Given the framework of incremental 3D mesh simplification based on edge collapse, the paper proposes an approach for the integrated evaluation of the error introduced by both the modification of the domain and the approximation of the field of the original volume dataset. We present and compare various techniques to evaluate the approximation error or to produce a sound prediction. A flexible simplification tool has been implemented, which provides different degree of accuracy and computational efficiency for the selection of the edge to be collapsed. Techniques for preventing a geometric or topological degeneration of the mesh are also presented.

Research paper thumbnail of A comparison of mesh simplification algorithms

Cg, 1997

In many applications the need for an accurate simplification of surface meshes is becoming more a... more In many applications the need for an accurate simplification of surface meshes is becoming more and more urgent. This need is not only due to rendering speed reasons, but also to allow fast transmission of 3D models in network-based applications. Many different approaches and algorithms for mesh simplification have been proposed in the last few years. We present a survey and a characterization of the fundamental methods. Moreover, the results of an empirical comparison of the simplification codes available in the public domain are discussed.

Research paper thumbnail of Technical Report on time critical components

Research paper thumbnail of Real-Time High Fidelity Inverse Tone Mapping for Low Dynamic Range Content

In this paper, we present a novel parallel implementation of a high fidelity inverse tone mapping... more In this paper, we present a novel parallel implementation of a high fidelity inverse tone mapping operator. Our method makes use of point based graphics to accelerate density estimation, and multi-core CPUs for extracting light sources. We show that our method can achieve real-time performance on a lower-end graphics card, with minimum loss of quality.

Research paper thumbnail of Computer Assisted Reconstruction of Buildings from Photographic Data

Research paper thumbnail of Multiresolution modeling and visualization of volume data based on simplicial complexes

Proceedings of the 1994 Symposium on Volume Visualization, Oct 17, 1994

A scattered volumetric dataset is regarded as a sampled version of a scalar field defined over a ... more A scattered volumetric dataset is regarded as a sampled version of a scalar field defined over a three-dimensional domain, whose graph is a hypersurface embedded in a fourdimensional space. We propose a multiresolution model for the representation and visualization of such dataset, based on a decomposition of the three-dimensional domain into tetrahedra. Multiresolution is achieved through a sequence of tetrahedralizations that approximate the scalar field at increasing precision. The construction of the model is based on an adaptive incremental approach driven by the local coherence of the scalar field.

Research paper thumbnail of Techniques for Computer Assisted Surgery

Research paper thumbnail of Using 3D scanning to monitor wood deformations and to evaluate preservation strategies

Proceedings of Spie the International Society For Optical Engineering, Jul 1, 2007

We present a methodology, based on 3D scanned digital models, for measurement and monitoring wood... more We present a methodology, based on 3D scanned digital models, for measurement and monitoring wood deformations, caused by weather changes, in the trees of the fossilized Dunarobba forest. The Dunarobba forest, located in the central part of Italy, was discovered recently after some excavations to dig clay for bricks manufacturing. The removal of the clay mass exposed the wood to the weather conditions, initiating a process of degradation. Different conservation methodologies have been proposed and the choice of the best fitting one has to be validated by means of an objective and measurable methodology. Monitoring the geometric variation of the wood trunks trough comparison of periodic 3D scanning campaign will be used to evaluate the current degradation rate and assess the effectiveness of the proposed conservation techniques.

Research paper thumbnail of Multiple Texture Stitching and Blending on 3D Objects

Egsr, 1999

In this paper we propose a new approach for mapping and blending textures on 3D geometries. The s... more In this paper we propose a new approach for mapping and blending textures on 3D geometries. The system starts from a 3D mesh which represents a real object and improves this model with pictorial detail. Texture detail is acquired via a common photographic process directly from the real object. These images are then registered and stitched on the 3D mesh, by integrating them into a single standard texture map. An optimal correspondence between regions of the 3D mesh and sections of the acquired images is built. Then, a new approach is proposed to produce a smooth join between different images that map on adjacent sections of the surface, based on texture blending. For each mesh face which is on the adjacency border between different observed images, a corresponding triangular texture patch is resampled as a weighted blend of the corresponding adjacent images sections. The accuracy of the resampling and blending process is improved by computing an accurate piecewise local registration of the original images with respect to the current face vertices. Examples of the results obtained with sample Cultural Heritage objects are presented and discussed.

Research paper thumbnail of Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms

We recently introduced an efficient technique for out-of-core rendering and management of large t... more 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-dependendent 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 flythrough over a textured digital landscape derived from aerial imaging.

Research paper thumbnail of The CRIMSON Project: Simulating Populations in Massive Urban Environments

The United Nations recently reported [1] that the global proportion of urban population reached 4... more The United Nations recently reported [1] that the global proportion of urban population reached 49% in 2005 and that 60% of the global population is expected to live in cities by 2030. Urbanised areas are extremely vulnerable to all sorts of threats. Indeed, the combination of heavy population concentrations, critical infrastructures and built environments make it possible for environmental, industrial or man-made incidents to rapidly escalate into major disorders. Recent events have forcefully demonstrated that authorities at all levels of government turn out to be inadequately prepared for the intricacies and dilemmas of disasters in large urban environments. Therefore, innovative tools are needed to assist them in the studies, planning and inter-organizational preparation efforts, enabling to understand vulnerabilities and security issues, define and assess crisis management procedures, and train personnel. The CRIMSON research project has been funded by the European Commission in the field of Security Research to address this challenging need by researching, implementing and validating an innovative framework combining the latest virtual reality and simulation technologies. For that purpose, several technological challenges have been tackled by an international team of researchers, industrials and users, and important advances have been made in the following fields.

Research paper thumbnail of Adaptive TetraPuzzles-ef cient out-of-core construction and visualization of gigantic polygonal mode

Research paper thumbnail of Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)

Roberto Scopigno ISTI -CNR (a) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K t... more Roberto Scopigno ISTI -CNR (a) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (b) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (c) screen tolerance = 5 pixels, 71 texture tiles, 148 patches (131K triangles)

Research paper thumbnail of Out-of-core MLS reconstruction

The accurate and robust reconstruction of a digital representation using 3D scanning technologies... more The accurate and robust reconstruction of a digital representation using 3D scanning technologies is an important task in many application field. An important problem in this field is the integration of multiple range maps in a single polygonal surface. In this paper we describe a robust and effective implementation of a reconstruction algorithm based on implicit representation which, thanks to out-ofcore techniques, allows to efficiently reconstruct large set of range maps.

Research paper thumbnail of Reconstructing Textured Meshes from Multiple Range RGB Maps

Vmv, 2002

The reconstruction of high-quality 3D models sampling both the shape and the surface reflection a... more The reconstruction of high-quality 3D models sampling both the shape and the surface reflection attribute is still a complex task. This papers contains new algorithms to integrate in a single texturemapped mesh the color info contained in either standard digital photos or RGB-enhanced range maps, minimizing redundancy and optimizing the color attribute representation. We enhance a previous solution with: improved use of the available images, better color matching and computational efficiency. According to visibility computations and some heuristics, we subdivide the mesh in patches and assign to each patch a section of one of the input images. These image sections are packed in a texture image minimizing space but maintaining image coherence. Finally, we eliminate most of the color difference or discontinuity which exist in input images (applying a cross-correlation and interpolation between adjoining sections of the input images, directly on the texture image space). Note that this last step is performed on the whole texture, in contrast to others approaches that apply color smoothing just on small transition zones.

Research paper thumbnail of CAA 2015 SIENA "KEEP THE REVOLUTION GOING"

The Computer Applications and Quantitative Methods in Archaeology (CAA) Annual Conference is one... more The Computer Applications and Quantitative Methods in Archaeology (CAA) Annual Conference is one of the major events in the calendar for scholars, specialists and experts in the field of computing technologies applied to archaeology.

The 43rd Computer Applications and Quantitative Methods in Archaeology “KEEP THE REVOLUTION GOING” Conference (CAA 2015 SIENA) will explore a multitude of topics to showcase ground-breaking technologies and best practice from various archaeological and computer sciences disciplines, with a large diversity of case studies from all over the world. Some of these topics are specific to the Italian scientific community, which played since the early stage of computer application a central role, participating to the debate and development in particular of GIS, databases, semantic, remote sensing, 3D data collection, modeling, visualization, etc.

The conference will be held in Italy at the University of Siena in collaboration with the National Research Council, from March 30th to April 3rd 2015.

The conference usually brings together hundreds of participants coming from all over the world involving delegates in parallel sessions, workshops, tutorials and roundtables.

Research paper thumbnail of Sampled 3D models for Cultural Heritage: which uses beyond visualization?

Virtual Archaeology Review, 2012

Research paper thumbnail of Gestione efficiente dei dati prodotti dai sistemi di scansione tridimensionale

La ricerca inerente i modelli tridimensionali per le applicazioni ai Beni Culturali (BC) si pone ... more La ricerca inerente i modelli tridimensionali per le applicazioni ai Beni Culturali (BC) si pone come obiettivo primario lo sviluppo e la sperimentazione di strumenti informatici che mettano a disposizione degli operatori del settore BC un nuovo mezzo di conoscenza: il modello digitale tridimensionale (3D) di un oggetto di interesse storico e/o artistico. Per modello 3D non si intendono, ovviamente, una o più immagini dell'oggetto o, tantomeno, un'animazione ottenuta "montando" opportunamente immagini fotografiche dello stesso (come è possibile realizzare con strumenti quali QuickTimeVR). Un modello 3D è una rappresentazione digitale fedele e misurabile dell'oggetto in esame ottenuta mediante la rappresentazione esplicita delle sue caratteristiche di forma e colore.

Research paper thumbnail of Metro: measuring error on simplified surfaces

This paper presents a new tool, Metro, designed t o c ompensate for a de ciency in many simpli ca... more This paper presents a new tool, Metro, designed t o c ompensate for a de ciency in many simpli cation methods proposed in literature. Metro allows one to compare the di erence b etween a pair of surfaces e.g. a triangulated mesh and its simpli ed r epresentation by adopting a surface sampling approach. It has been designed as a highly general tool, and it does no assuption on the particular approach used to build the simpli ed r epresentation. It returns both numerical results meshes areas and volumes, maximum and mean error, etc. and visual results, by coloring the input surface a c c ording to the approximation error.

Research paper thumbnail of External Memory Simplification of Huge Meshes

IEEE Transactions on Visualization and Computer Graphics, 2000

Very large triangle meshes, i.e. meshes composed by millions of faces, are becoming common in man... more Very large triangle meshes, i.e. meshes composed by millions of faces, are becoming common in many applications. Obviously, these complex meshes introduce severe overhead in transmission, rendering, processing and archival. Mesh simplification and LOD management have become a mature technology that in many cases can efficiently reduce the above overhead. But none of the available systems can manage meshes characterized

Research paper thumbnail of Simplification of tetrahedral volume with accurate error evaluation

IEEE Visualization, 2000

The techniques for reducing the size of a volume dataset by preserving both the geometrical/topol... more The techniques for reducing the size of a volume dataset by preserving both the geometrical/topological shape and the information encoded in an attached scalar field are attracting growing interest. Given the framework of incremental 3D mesh simplification based on edge collapse, the paper proposes an approach for the integrated evaluation of the error introduced by both the modification of the domain and the approximation of the field of the original volume dataset. We present and compare various techniques to evaluate the approximation error or to produce a sound prediction. A flexible simplification tool has been implemented, which provides different degree of accuracy and computational efficiency for the selection of the edge to be collapsed. Techniques for preventing a geometric or topological degeneration of the mesh are also presented.

Research paper thumbnail of A comparison of mesh simplification algorithms

Cg, 1997

In many applications the need for an accurate simplification of surface meshes is becoming more a... more In many applications the need for an accurate simplification of surface meshes is becoming more and more urgent. This need is not only due to rendering speed reasons, but also to allow fast transmission of 3D models in network-based applications. Many different approaches and algorithms for mesh simplification have been proposed in the last few years. We present a survey and a characterization of the fundamental methods. Moreover, the results of an empirical comparison of the simplification codes available in the public domain are discussed.

Research paper thumbnail of Technical Report on time critical components

Research paper thumbnail of Real-Time High Fidelity Inverse Tone Mapping for Low Dynamic Range Content

In this paper, we present a novel parallel implementation of a high fidelity inverse tone mapping... more In this paper, we present a novel parallel implementation of a high fidelity inverse tone mapping operator. Our method makes use of point based graphics to accelerate density estimation, and multi-core CPUs for extracting light sources. We show that our method can achieve real-time performance on a lower-end graphics card, with minimum loss of quality.

Research paper thumbnail of Computer Assisted Reconstruction of Buildings from Photographic Data

Research paper thumbnail of Multiresolution modeling and visualization of volume data based on simplicial complexes

Proceedings of the 1994 Symposium on Volume Visualization, Oct 17, 1994

A scattered volumetric dataset is regarded as a sampled version of a scalar field defined over a ... more A scattered volumetric dataset is regarded as a sampled version of a scalar field defined over a three-dimensional domain, whose graph is a hypersurface embedded in a fourdimensional space. We propose a multiresolution model for the representation and visualization of such dataset, based on a decomposition of the three-dimensional domain into tetrahedra. Multiresolution is achieved through a sequence of tetrahedralizations that approximate the scalar field at increasing precision. The construction of the model is based on an adaptive incremental approach driven by the local coherence of the scalar field.

Research paper thumbnail of Techniques for Computer Assisted Surgery

Research paper thumbnail of Using 3D scanning to monitor wood deformations and to evaluate preservation strategies

Proceedings of Spie the International Society For Optical Engineering, Jul 1, 2007

We present a methodology, based on 3D scanned digital models, for measurement and monitoring wood... more We present a methodology, based on 3D scanned digital models, for measurement and monitoring wood deformations, caused by weather changes, in the trees of the fossilized Dunarobba forest. The Dunarobba forest, located in the central part of Italy, was discovered recently after some excavations to dig clay for bricks manufacturing. The removal of the clay mass exposed the wood to the weather conditions, initiating a process of degradation. Different conservation methodologies have been proposed and the choice of the best fitting one has to be validated by means of an objective and measurable methodology. Monitoring the geometric variation of the wood trunks trough comparison of periodic 3D scanning campaign will be used to evaluate the current degradation rate and assess the effectiveness of the proposed conservation techniques.

Research paper thumbnail of Multiple Texture Stitching and Blending on 3D Objects

Egsr, 1999

In this paper we propose a new approach for mapping and blending textures on 3D geometries. The s... more In this paper we propose a new approach for mapping and blending textures on 3D geometries. The system starts from a 3D mesh which represents a real object and improves this model with pictorial detail. Texture detail is acquired via a common photographic process directly from the real object. These images are then registered and stitched on the 3D mesh, by integrating them into a single standard texture map. An optimal correspondence between regions of the 3D mesh and sections of the acquired images is built. Then, a new approach is proposed to produce a smooth join between different images that map on adjacent sections of the surface, based on texture blending. For each mesh face which is on the adjacency border between different observed images, a corresponding triangular texture patch is resampled as a weighted blend of the corresponding adjacent images sections. The accuracy of the resampling and blending process is improved by computing an accurate piecewise local registration of the original images with respect to the current face vertices. Examples of the results obtained with sample Cultural Heritage objects are presented and discussed.

Research paper thumbnail of Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms

We recently introduced an efficient technique for out-of-core rendering and management of large t... more 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-dependendent 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 flythrough over a textured digital landscape derived from aerial imaging.

Research paper thumbnail of The CRIMSON Project: Simulating Populations in Massive Urban Environments

The United Nations recently reported [1] that the global proportion of urban population reached 4... more The United Nations recently reported [1] that the global proportion of urban population reached 49% in 2005 and that 60% of the global population is expected to live in cities by 2030. Urbanised areas are extremely vulnerable to all sorts of threats. Indeed, the combination of heavy population concentrations, critical infrastructures and built environments make it possible for environmental, industrial or man-made incidents to rapidly escalate into major disorders. Recent events have forcefully demonstrated that authorities at all levels of government turn out to be inadequately prepared for the intricacies and dilemmas of disasters in large urban environments. Therefore, innovative tools are needed to assist them in the studies, planning and inter-organizational preparation efforts, enabling to understand vulnerabilities and security issues, define and assess crisis management procedures, and train personnel. The CRIMSON research project has been funded by the European Commission in the field of Security Research to address this challenging need by researching, implementing and validating an innovative framework combining the latest virtual reality and simulation technologies. For that purpose, several technological challenges have been tackled by an international team of researchers, industrials and users, and important advances have been made in the following fields.

Research paper thumbnail of Adaptive TetraPuzzles-ef cient out-of-core construction and visualization of gigantic polygonal mode

Research paper thumbnail of Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)

Roberto Scopigno ISTI -CNR (a) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K t... more Roberto Scopigno ISTI -CNR (a) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (b) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (c) screen tolerance = 5 pixels, 71 texture tiles, 148 patches (131K triangles)

Research paper thumbnail of Out-of-core MLS reconstruction

The accurate and robust reconstruction of a digital representation using 3D scanning technologies... more The accurate and robust reconstruction of a digital representation using 3D scanning technologies is an important task in many application field. An important problem in this field is the integration of multiple range maps in a single polygonal surface. In this paper we describe a robust and effective implementation of a reconstruction algorithm based on implicit representation which, thanks to out-ofcore techniques, allows to efficiently reconstruct large set of range maps.

Research paper thumbnail of Reconstructing Textured Meshes from Multiple Range RGB Maps

Vmv, 2002

The reconstruction of high-quality 3D models sampling both the shape and the surface reflection a... more The reconstruction of high-quality 3D models sampling both the shape and the surface reflection attribute is still a complex task. This papers contains new algorithms to integrate in a single texturemapped mesh the color info contained in either standard digital photos or RGB-enhanced range maps, minimizing redundancy and optimizing the color attribute representation. We enhance a previous solution with: improved use of the available images, better color matching and computational efficiency. According to visibility computations and some heuristics, we subdivide the mesh in patches and assign to each patch a section of one of the input images. These image sections are packed in a texture image minimizing space but maintaining image coherence. Finally, we eliminate most of the color difference or discontinuity which exist in input images (applying a cross-correlation and interpolation between adjoining sections of the input images, directly on the texture image space). Note that this last step is performed on the whole texture, in contrast to others approaches that apply color smoothing just on small transition zones.

Research paper thumbnail of 3D Data Acquisition - Eurographics 2002 Tutorial Notes