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A list of all the posts and pages found on the site. For you robots out there, there is an XML version available for digesting as well.
Pages
Posts
Future Blog Post
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Blog Post number 4
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This is a sample blog post. Lorem ipsum I can’t remember the rest of lorem ipsum and don’t have an internet connection right now. Testing testing testing this blog post. Blog posts are cool.
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Blog Post number 2
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Blog Post number 1
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portfolio
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publications
Newton’s Fractals on Surfaces via Bicomplex Algebra
Published in SIGGRAPH, 2022
A generalization of the 2D Newton’s fractal pattern to three dimensions for pattern generation.
GSEdit: Efficient Text-Guided Editing of 3D Objects via Gaussian Splatting
Published in arXiv, 2024
A fast method for text-driven editing of 3D Gaussian Splatting models based on Score Distillation Sampling.
Rematching: Low-Resolution Representations for Scalable Shape Correspondence
Published in European Conference on Computer Vision, 2024
Scaling shape correspondence algorithms through a very efficient, topology- and geometry-preserving remeshing algorithm.
\(C^2M^3\): Cycle-Consistent Multi-Model Merging
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.
Model-based Metric 3D Shape and Motion Reconstruction of Wild Bottlenose Dolphins in Drone-Shot Videos
Published in CV4Animals (CVPR Workshop), 2025
A method for inferring the 3D shape of dolphins from monocular drone-shot videos.
Implicit-ARAP: Efficient Handle-Guided Neural Field Deformation via Local Patch Meshing
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.
talks
Practical 3D Graphics: Performance Enhancement in CG Pipelines
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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.
teaching
Foundation of Game Design (Tutor)
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!
