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Published in SIGGRAPH, 2022
A generalization of the 2D Newton’s fractal pattern to three dimensions for pattern generation.
Published in arXiv, 2024
A fast method for text-driven editing of 3D Gaussian Splatting models based on Score Distillation Sampling.
Published in European Conference on Computer Vision, 2024
Scaling shape correspondence algorithms through a very efficient, topology- and geometry-preserving remeshing algorithm.
Published in The Thirty-Eighth Annual Conference on Neural Information Processing Systems (NeurIPS), 2024
A method for matching and merging sets of neural models in a cycle-consistent fashion.
Published in CV4Animals (CVPR Workshop), 2025
A method for inferring the 3D shape of dolphins from monocular drone-shot videos.
Published in The Thirty-Ninth Annual Conference on Neural Information Processing Systems (NeurIPS), 2025
A fast handle-guided deformation method for 3D geometry encoded as neural fields.
Published:
In this talk I gave for Ph.D. students at the CS department in Siegen, I discussed an often overlooked aspect of CV/AI research: keeping things efficient enough to be employed in practical settings. CG pipelines are a prime example of this issue: if we want to integrate new smart tech in movie/videogame production, we need to be aware of its impact on rendering time/runtime FPS. The talk explored some of my recent publications, especially on efficient neural shape representations and fast algorithms for their manipulation.
Undergraduate course, University of Milano-Bicocca, DISCo, 2025
I developed lab materials for the “practical” part of the course, which was about learning how to develop games in Unity. The course covers a large portion of Unity’s features and includes step-by-step lessons and hands-on exercises. At the end, students are expected to be able to put together a complete game prototype. Below is a synopsis of the course. If you’re interested about it, contact me!