Publication statistics

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



Co-authors

Number of publications with 3 favourite co-authors:

Fabio Marton:11
Marco Agus:6
Fabio Ganovelli:6

 

 

Productive colleagues

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

Daniel Thalmann:151
Roberto Scopigno:47
Paolo Cignoni:33
 
 
 
Jul 13

A general principle for all user interface design is to go through all of your design elements and remove them one at a time. If the design works as well without a certain design element, kill it.

-- Jakob Nielsen, Designing Web Usability, p. 22.

 
 

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Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

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Enrico Gobbetti

Personal Homepage:
crs4.it/vic/people/CV-Gobbetti/

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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.

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 Guitián, José 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.

 
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Agus, Marco, Gobbetti, Enrico, Guitián, José 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.

 
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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.

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.

 
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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.

 
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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.

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.

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.

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.

 
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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.

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.

 
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Gobbetti, Enrico, Spanò, 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.

 
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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, Gérard 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.

 
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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.

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.

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.

 
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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.

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.

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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Changes to this page (author)

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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/enrico_gobbetti.html

Publication statistics

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



Co-authors

Number of publications with 3 favourite co-authors:

Fabio Marton:11
Marco Agus:6
Fabio Ganovelli:6

 

 

Productive colleagues

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

Daniel Thalmann:151
Roberto Scopigno:47
Paolo Cignoni:33
 
 
 
Jul 13

A general principle for all user interface design is to go through all of your design elements and remove them one at a time. If the design works as well without a certain design element, kill it.

-- Jakob Nielsen, Designing Web Usability, p. 22.

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
Start reading

Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!