Publications by authors named "Fabio Pellacini"

We present a practical framework to port Bézier curves to surfaces. We support the interactive drawing and editing of Bézier splines on manifold meshes with millions of triangles, by relying on just repeated manifold averages. We show that direct extensions of the de Casteljau and Bernstein evaluation algorithms to the manifold setting are fragile, and prone to discontinuities when control polygons become large.

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Game development is commonly seen as a collaborative effort, with teams cooperating on the same project. Nowadays, a variety of cloud-based services have shown the benefits of performing tasks in real-time collaboration with others. In this article, we present a system for collaborative game level editing.

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Tracking multiple moving targets allows quantitative measure of the dynamic behavior in systems as diverse as animal groups in biology, turbulence in fluid dynamics and crowd and traffic control. In three dimensions, tracking several targets becomes increasingly hard since optical occlusions are very likely, i.e.

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Thanks to its ability to improve the realism of computer-generated imagery, the use of global illumination has recently become widespread among digital lighting artists. It remains unclear, though, what impact it has on the lighting design workflows, especially for novice users. In this paper we present a user study which investigates the use of global illumination, large area lights, and non-physical fill lights in lighting design tasks, where 26 novice subjects design lighting with these tools.

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Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on user performance in appearance design tasks.

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