Publication statistics

Pub. period:1993-2009
Pub. count:26
Number of co-authors:30



Co-authors

Number of publications with 3 favourite co-authors:

Russell Turner:
Ian Soboroff:
Leonardo Span:

 

 

Productive colleagues

Enrico Gobbetti's 3 most productive colleagues in number of publications:

Daniel Thalmann:151
Roberto Scopigno:47
Paolo Cignoni:33
 
 
 

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Enrico Gobbetti

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crs4.it/vic/people/CV-Gobbetti/

 

Publications by Enrico Gobbetti (bibliography)

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2009
 
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Cuccuru, Gianmauro, Gobbetti, Enrico, Marton, Fabio, Pajarola, Renato and Pintus, Ruggero (2009): Fast low-memory streaming MLS reconstruction of point-sampled surfaces. In: Proceedings of the 2009 Conference on Graphics Interface 2009. pp. 15-22. Available online

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.

© All rights reserved Cuccuru et al. and/or their publisher

2008
 
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Gobbetti, Enrico, Marton, Fabio and Guitin, Jos Antonio Iglesias (2008): A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. In The Visual Computer, 24 (7) pp. 797-806. Available online

 
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Agus, Marco, Gobbetti, Enrico, Guitin, Jos Antonio Iglesias, Marton, Fabio and Pintore, Giovanni (2008): GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. In Comput. Graph. Forum, 27 (2) pp. 231-240. Available online

 
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Bettio, Fabio, Gobbetti, Enrico, Marton, Fabio and Pintore, Giovanni (2008): Scalable rendering of massive triangle meshes on light field displays. In Computers & Graphics, 32 (1) pp. 55-64. Available online

2007
 
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Pajarola, Renato and Gobbetti, Enrico (2007): Survey of semi-regular multiresolution models for interactive terrain rendering. In The Visual Computer, 23 (8) pp. 583-605. Available online

 
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Cignoni, Paolo, Benedetto, Marco Di, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio and Scopigno, Roberto (2007): Ray-Casted BlockMaps for Large Urban Models Visualization. In Comput. Graph. Forum, 26 (3) pp. 405-413. Available online

 
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Dietrich, Andreas, Gobbetti, Enrico and Yoon, Sung-Eui (2007): Massive-Model Rendering Techniques: A Tutorial. In IEEE Computer Graphics and Applications, 27 (6) pp. 20-34. Available online

2006
 
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Gobbetti, Enrico, Marton, Fabio, Cignoni, Paolo, Benedetto, Marco Di and Ganovelli, Fabio (2006): C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering. In Comput. Graph. Forum, 25 (3) pp. 333-342. Available online

2005
 
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Cignoni, Paolo, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio, Ponchio, Federico and Scopigno, Roberto (2005): Batched Multi Triangulation. In: 16th IEEE Visualization Conference VIS 2005 23-28 October, 2005, Minneapolis, MN, USA. p. 27. Available online

2004
 
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Agus, Marco, Brelstaff, Gavin, Giachetti, Andrea, Gobbetti, Enrico, Zanetti, Gianluigi, Zorcolo, Antonio, Picasso, Bruno and Franceschini, Stefano Sellari (2004): Physics-Based Burr Haptic Simulation: Tuning and Evaluation. In: HAPTICS 2004 - 12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems 27-28 March, 2004, Chicago, IL, USA. pp. 128-135. Available online

 
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Gobbetti, Enrico and Marton, Fabio (2004): Layered point clouds: a simple and efficient multiresolution structure for distributing and rendering gigantic point-sampled models. In Computers & Graphics, 28 (6) pp. 815-826. Available online

2003
 
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Agus, Marco, Giachetti, Andrea, Gobbetti, Enrico, Zanetti, Gianluigi and Zorcolo, Antonio (2003): Real-Time Haptic and Visual Simulation of Bone Dissection. In Presence: Teleoperators and Virtual Environments, 12 (1) pp. 110-122.

 
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Cignoni, Paolo, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio, Ponchio, Federico and Scopigno, Roberto (2003): Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM). In: Turk, Greg, Wijk, Jarke J. van and II, Robert J. Moorhead (eds.) 14th IEEE Visualization 2003 Conference VIS 2003 19-24 October, 2003, Seattle, WA, USA. pp. 147-154.

 
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Cignoni, Paolo, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio, Ponchio, Federico and Scopigno, Roberto (2003): BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. In Comput. Graph. Forum, 22 (3) pp. 505-514. Available online

 
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Gobbetti, Enrico, Span, Leonardo and Agus, Marco (2003): Hierarchical Higher Order sFace Cluster Radiosity for Global Illumination Walkthroughs of Complex Non-Diffuse Environments. In Comput. Graph. Forum, 22 (3) pp. 563-572. Available online

 
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Cignoni, Paolo, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio, Ponchio, Federico and Scopigno, Roberto (2003): Interactive Out-of-Core Visualisation of Very Large Landscapes on Commodity Graphics Platform. In: Balet, Olivier, Subsol, Grard and Torguet, Patrice (eds.) ICVS 2003 - Virtual Storytelling; Using Virtual Reality Technologies for Storytelling, Second International Conference November 20-21, 2003, Toulouse, France. pp. 21-29. Available online

 
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Agus, Marco, Giachetti, Andrea, Gobbetti, Enrico, Zanetti, Gianluigi and Zorcolo, Antonio (2003): Adaptive techniques for real-time haptic and visual simulation of bone dissection. In: IEEE Virtual Reality Conference 2003 VR 2003 22-26 March, 2003, Los Angeles, CA, USA. pp. 102-109. Available online

2002
 
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Agus, Marco, Giachetti, Andrea, Gobbetti, Enrico, Zanetti, Gianluigi and Zorcolo, Antonio (2002): Real-Time Haptic and Visual Simulation of Bone Dissection. In: VR 2002 2002. pp. 209-216. Available online

1999
 
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Gobbetti, Enrico and Bouvier, Eric (1999): Time-Critical Multiresolution Scene Rendering. In: IEEE Visualization 1999 1999. pp. 123-130.

 
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Turner, Russell, Li, Song and Gobbetti, Enrico (1999): Metis - An Object-Oriented Toolkit for Constructing Virtual Reality Applications. In Comput. Graph. Forum, 18 (2) pp. 121-130.

1998
 
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Gobbetti, Enrico, Pili, Piero, Zorcolo, Antonio and Tuveri, Massimiliano (1998): Interactive virtual angioscopy. In: IEEE Visualization 1998 1998. pp. 435-438. Available online

 
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Turner, Russell and Gobbetti, Enrico (1998): Interactive Construction and Animation of Layered Elastically Deformable Characters. In Comput. Graph. Forum, 17 (2) pp. 135-152.

1996
 
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Balaguer, Jean-Francis and Gobbetti, Enrico (1996): 3D User Interfaces for General-Purpose 3D Animation. In IEEE Computer, 29 (8) pp. 71-78.

 
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Turner, Russell, Gobbetti, Enrico and Soboroff, Ian (1996): Head-Tracked Stereo Viewing with Two-Handed 3D Interactionfor Animated Character Construction. In Comput. Graph. Forum, 15 (3) pp. 197-206. Available online

1995
 
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Balaguer, Jean-Francis and Gobbetti, Enrico (1995): Sketching 3D Animations. In Comput. Graph. Forum, 14 (3) pp. 241-258.

1993
 
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Gobbetti, Enrico, Balaguer, Jean-Francis and Thalmann, Daniel (1993): VB2: An Architecture for Interaction in Synthetic Worlds. In: Hudson, Scott E., Pausch, Randy, Zanden, Brad Vander and Foley, James D. (eds.) Proceedings of the 6th annual ACM symposium on User interface software and technology 1993, Atlanta, Georgia, United States. pp. 167-178. Available online

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.

© All rights reserved Gobbetti et al. and/or ACM Press

 
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