Controlling a planetarium software with a Kinect or in a multi-touch table: a comparison

Abstract: The wide availability of low-cost sensing devices is opening the possibility to easily create different interaction settings, which exploit various techniques for a more natural interaction, especially in public and shared settings. In this paper, we compared two different solutions for enhancing the interaction experience of a planetarium application, both replicable at a reasonable cost. The first version is based on a simple multitouch paradigm, while the second one exploits a full-body interaction together with a projection on geodetic sphere. We detail the technical implementation of both versions and, in addition, we discuss the results of user-study that compared the two modalities, which highlights a tradeoff between the control and the users’ involvement in the virtual environment.

Authors: E. Tuveri, S. A. Iacolina, F. Sorrentino, L. D. Spano, R. Scateni.
Controlling a planetarium software with a Kinect or in a multi-touch table: a comparison.
ACM SIGCHI Italian Chapter (CHItaly 2013), 6:1–6:4.
Trento, Italia, Settembre 2013.

A Grammar-Based Approach to the Modeling of Animal-like Characters

Abstract: We present here the preliminary results of our efforts towards the de?nition of a novel paradigm for the procedural generation of pseudo-animals, using a grammar-based approach. With the term “pseudo-animal” we denote a living being characterized by a set of features mimicking the ones of real animals, but not necessarily belonging to existing species. The generation of these pseudo-animals should also plausibly re?ect the properties of the environment where the model will live.

Authors: F. Usai, M. Kovacic, R. Scateni.
A Grammar-Based Approach to the Modeling of Animal-like Characters.
CG Libs Smart Libraries for Computer Graphics (poster).
Pisa, Italia, Giugno 2013.

THAL-k: TalkingHead Animation Library

Abstract: We present here the ?rst release of an SDK (Software Development Kit) for mobile devices supporting the animation of 3D talking heads: THAL-k. The SDK is constantly evolving and here we discuss the features of version 1.0. This library is thought as a support for all the developers wishing to build applications on smartphones or tablets including avatars to enhance the interaction functionalities. The main challenge we face is to provide developers with a complete SDK for the creation, customization and real-time animation of the models.

Authors: F. Sorrentino, R. Scateni.
THAL-k: TalkingHead Animation Library.
CG Libs Smart Libraries for Computer Graphics (poster).
Pisa, Italia, Giugno 2013.

Extracting curve-skeletons from digital shapes using occluding contours.

Abstract: Curve-skeletons are compact and semantically relevant shape descriptors, able to summarize both topology and pose of a wide range of digital objects. Most of the state-of-the-art algorithms for their computation rely on the type of geometric primitives used and sampling frequency. In this paper we introduce a formally sound and intuitive definition of curve-skeleton, then we propose a novel method for skeleton extraction that rely on the visual appearance of the shapes. To achieve this result we inspect the properties of occluding contours, showing how information about the symmetry axes of a 3D shape can be inferred by a small set of its planar projections. The proposed method is fast, insensitive to noise, capable of working with different shape representations, resolution insensitive and easy to implement.

Authors: M. Livesu, R. Scateni.
Extracting curve-skeletons from digital shapes using occluding contours.
The Visual Computer, 29(9):907-916. (CGI 2013, Hannover, Germania)
Springer, Giugno 2013.

Rigid registration of different poses of animated shapes

Abstract: Different poses of 3D models are very often given in different positions and orientations in space. Since most of the computer graphics algorithms do not satisfy geometric invariance, it is very important to bring shapes into a canonical coordinate frame before any processing. In this paper we consider the problem of finding the best alignment between two or more different poses of the same object represented by triangle meshes sharing the same connectivity. Firstly, we developed a method to select a region of interest (ROI) which has a perfect alignment over the two poses (up to a rigid movement). Secondary, we solved a simplified version of the Largest Common Point-set (LCP) problem with a-priori knowledge about point correspondence, in order to align the ROIs. We eventually align the poses performing least square rigid registration. Our method makes no assumption about the starting positions of the objects and can also be used with more than two poses at once. It is fast, non-iterative, easy to reproduce and brings the poses into the best alignment whatever the initial positions are.

Authors: M. Livesu, R. Scateni.
Rigid registration of different poses of animated shapes.
Journal of WSCG, 21(1):1-10 (WSCG 2013, Plzen, Rep. Ceca).
University of West Bohemia, Giugno 2013.