@import "/vic/inc/css/main.css";
From the left: top row: Roberto, Alex, Marcos, José; second top row: Antonio, Ruggero; middle row: Fabio M., Gianni, Enrico, Fabio B.; Bottom row: Marco, Katia, Cinzia, Emilio. Photo taken outside our lab in Pula on May, 2012.
We digitally acquired and reproduced 37 Nuragic statues at 1/4 mm resolution. Interactive exploration systems have been installed in Cagliari, Cabras, Rome, and Milan
We digitally acquired and reproduced 37 Nuragic statues at 1/4 mm resolution. Interactive exploration systems have been installed in Cagliari, Cabras, Rome, and Milan
We developed novel methods for digitization of color and shape of complex objects under clutter and occlusion, and applied them to a large collection of statues. Best paper at Digital Heritage 2013.
Real-time rendering of 1Gtriangle (0.25 mm resolution) model on 35Mpixel display
Model acquired using Time-of-flight laser scanner and reconstructed and rendered with CRS4 pipeline
Setup of Time-of-flight laser scanner
Real-time out-of-core CUDA volume renderer working on 35Mpixel display
Model acquired with 3D laser scanner and digital photography and reproduced with a ZCorp 3D printer
Real-time inspection of a Richtmyer-Meshkov isosurface (472M triangles) rendered using CRS4 Far Voxels technique (SIGGRAPH 2005)
Real-time inspection of a biological speciment CT dataset using an illustrative technique which preserves context information (The Visual Computer, 2010)
Users freely mix and match 3D tools creating view-dependent illustrative visualizations (The Visual Computer, 2010)
Objects appear floating in the display workspace, providing correct parallax cues while delivering direction-dependent information to multiple naked-eye viewers (The Visual Computer, 2010)
Bone is given a higher importance and thus shines through previously accumulated material layers (The Visual Computer, 2010)
Screenshot taken during a simulation using the asteroid 25143 Itokawa 5cm res dataset(about 220 Mtriangles). Collaboration with Johns Hopkins Applied Physics Labs.
Image taken during live simulation. The robot has the capability to store energy in a geared 6-bar spring/linkage system and to jump like a frog by releasing its legs. Collaboration with Johns Hopkins Applied Physics Labs.
The blended right side of the picture shows the adaptive mesh structure with a different color for each patch. Each patch corresponds to about 16K triangles. Collaboration with Johns Hopkins Applied Physics Labs.
Rendering the surface through such a variety of possible motions necessitates a rapidly adaptive multiresolution structure, as is provided by the multiresolution database. Collaboration with Johs Hopkins Appliad Physics Labs.
Real-time rendering of procedurally reconstructed ancient Rome using the BlockMap technique with ambient occlusion (VAST 2009)
Direct volume rendering on the light field display provides rapid volumetric understanding even using depth-oblivious techniques (The Visual Computer, 2009)
This high quality 140M triangle reconstruction was completed in less than 45 minutes on a quad core machine using 870MB/thread (Graphics Interface, 2009)
This high quality 220M triangle reconstruction was completed in less than 85 minutes on a quad core machine using 588MB/thread (Graphics Interface, 2009)
Triangles of good aspect ratio are regularly distributed and at a density that matches the density of the input samples (Graphics Interface, 2009)
Our focal probes define a ROI 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 (3DPH 2009)
The Batched Dynamic Adaptive Meshes method has been integrated into a space robotics simulation software environment used for planetary surface robotics development. Collaboration with Johs Hopkins Appliad Physics Labs.
The Batched Dynamic Adaptive Meshes method has been integrated into a space robotics simulation software environment used for planetary surface robotics development. Collaboration with Johs Hopkins Applied Physics Labs.
Interactive exploration of Sant'Antioco point cloud dataset on a touch screen using a modified unicontrol interface (VAST 2009)
Real-time out-of-core volume rendering of 2Gvoxel datasets using single pass GPU raycasting (The Visual Computer, 2008)
Interactive session with our internet geo-viewing tool streaming wavelet-compressed terrains over an ADSL 4Mbps network (WEB3D 2007)
Real-time simulation of phacoemulsification using a mesh-less shape–based dynamic algorithm integrated with a simplex geometry representation and a smoothed particle hydrodynamics scheme (VRIPHYS 2006)
Interactive exploration of a compressed multiresolution terrain representation. The approach provides overall geometric continuity and compression with support for maximum-error metrics (Eurographics 2006)
Interactive exploration of a compressed multiresolution terrain representation. The approach provides overall geometric continuity and compression with support for maximum-error metrics (Eurographics 2006)
Interactive exploration of a compressed multiresolution terrain representation. The approach provides overall geometric continuity and compression with support for maximum-error metrics (Eurographics 2006)
Real-time inspection of the St. Matthew 0.25mm dataset (373M triangles) using our Far Voxels technique. The image is approximated using 1.5M voxels and 345K triangles. Data is presented at 1px resolution (SIGGRAPH 2005)
Real-time inspection of the 472M triangle isosurface of the mixing interface of two gases from the Gordon Bell Prize winning simulation of a Richtmyer-Meshkov instability (SIGGRAPH 2005)
Real-time inspection of the full Boeing 777 CAD model (350M triangles). The image is approximated using 1M voxels and 3.4M triangles. Data is presented at 1px resolution (SIGGRAPH 2005)
Real-time inspection of a 1.2G triangle complex scene containing the St. Matthew 0.25mm resolution dataset, the LLNL Richtmyer-Meshkov simulation isosurface, and full Boeing 777 CAD model (SIGGRAPH 2005)
Point-based rendering of the isosurface of the mixing interface of two gases from the Gordon Bell Prize winning simulation of a Richtmyer-Meshkov instability. The model consists of over 234M sample points (C&G 2004)
Model rendered at +-1 pixel screen tolerance with 841 patches and 1172K triangles at 50 fps on a SXGA window with 4x Gaussian Multisampling, one positional light and glossy material (SIGGRAPH 2004)
Model rendered at +-1 pixel screen tolerance with 841 patches and 1172K triangles at 50 fps on a SXGA window with 4x Gaussian Multisampling, one positional light and glossy material (SIGGRAPH 2004)
Frame from a real-time exploration of the whole planet Mars reconstructed from Mars Orbiter Laser Altimeter 128 samples/degree data. The entire dataset has over 2G triangles and 1G texels (IEEE Viz 2003)
Due to the importance of visual information for humans, visual computing is at the very core of the technologies enabling the modern information society. Our research activities span many areas of visual computing, and encompass such topics as computer graphics, image processing, display and user interface design, computer vision, and scene understanding. Our main focus is on scalable technology for acquiring, creating, distributing, exploring, and analyzing complex objects and environments, as well as for integrating them in real-time interactive visual simulations and virtual environments. Recent research achievements include novel solutions for: effectively acquiring colorimetric, geometric, and structural information of 3D objects and environments; processing, rendering and streaming terrains, urban environments, massive 3D meshes, point clouds and scalar volumes; exploring massive and annotated data on large scale installation settings, web, and mobile devices; interactively visualizing surface and volumes on novel light field displays and multi-monitor touch-screen setups. Our research is widely published in major journals and conferences, and many of the developed technologies have been used in as diverse real-world applications as internet geoviewing, scientific data analysis, surgical training, and cultural heritage study and valorization.
(C) 1993-2020 CRS4 Visual Computing Group
CRS4 Visual Computing Group - Sardegna Ricerche Edificio 1, C.P. 25 - 09010 Pula (CA), ITALY