Nico Pietroni is a Senior Lecture at School of Software. Before he was researcher at the Institute of Science and Information Technologies (ISTI) of the National Research Council (CNR) in Pisa, Italy. His research interests include geometry processing mesh parametrisation and digital fabrication. He received a Ph.D. Degree in Computer Science at the University of Genova.
- 2017 – present Senior Lecturer University of Technology Sydney
- 2013 – 2017 Permanent Researcher Visual Computing Laboratory, ISTI – National Research Council (CNR), Italy
- 2010 – 2012 Researcher Visual Computing Laboratory, ISTI – National Research Council (CNR), Italy
- 2009 – 2010 Post Doc at Media Research Laboratory, New York University New York City, NY,USA under the supervision of prof. Denis Zorin and prof. Olga Sorkine
- 2006 – 2007 Visiting PhD Student at Computer Graphics Lab, ETH Zurich, Switzerland, under the supervision of prof. Miguel A. Otaduy and prof. Markus Gross
- 2004 – 2009 PhD Student, Visual Computing Laboratory, ISTI – National Research Council (CNR), Italy
- Eurographics Workshop On Graphics For Digital Fabrication: GradiFab 2016 see https://diglib.eg.org/handle/10.2312/gdf20162005
- Pacific Graphics 2017 see: http://www.siggraph.org.tw/pg2017/organizers.html
- Shape Model International (SMI) 2017 see: https://s3pm.icsi.berkeley.edu/s3pm/smi.html
- Symposium of Geometry Processing (SGP) 2017see: http://geometry.cs.ucl.ac.uk/SGP2017/?p=committees
- Pacific Graphics 2016 see: https://indico.oist.jp/indico/event/0/page/2
- Shape Modeling International 2016 see: http://igs2016.mi.fu-berlin.de/smi2016/pc.html
- Pacific Graphics 2015 see: http://cg.cs.tsinghua.edu.cn/pg2015
- Symposium of Geometry Processing (SGP) 2015 see: http://www.geometrie.tugraz.at/sgp2015/contact.php
- Eurographics Short Paper 2015 see: http://www.eurographics2015.ch/short-papers-international- program-committee/
- Pacific Graphics 2014 see: http://graphics.ewha.ac.kr/PG14/#organizers
- Symposium of Geometry Processing (SGP) 2014 see: http://www.cs.cf.ac.uk/sgp2014/organisation.html
- Pacific Graphics 2013 see: http://www.comp.nus.edu.sg/ pg2013/
- Symposium of Geometry Processing (SGP) 2012 see: http://sgp.ge.imati.cnr.it/index.php/2012-11-28-16-40-34
- Geometric Modeling and Processing (GMP) 2012 see: http://math.ustc.edu.cn/Conference/GMP2012/Committee.html
- Shape Modeling International 2011 see: http://www1.idc.ac.il/SMI2011/organization.html
- SGP Software Award 2017 Paolo Cignoni, Giodo Ranzuglia, Marco Callieri, Massimiliano Corsini, Matteo Dellepiane, Marco Di Benedetto, Fabio Ganovelli, Giorgio Marcias, Gianpaolo Palma, Nico Pietroni, Federico Ponchio, Luigi Malomo, Marco Tarini Roberto Scopigno Meshlab see: http://geometry.cs.ucl.ac.uk/SGP2017/images/sgp17- software-award_1.jpg
- SGP Software Award 2015 Alec Jacobson, Daniele Panozzo, Christian Sch§ller, Olga Diamanti, Qingnan Zhou, Nico Pietroni, Stefan Bruggerr, Kenshi Takayama, Wenzel Jakob, Nikolas De Giorgis, Luigi Rocca, Leonardo Sacht, Olga Sorkine-Hornung Libigl, libigl, A simple C++ geometry processing library. see: http://awards.geometryprocessing.org
- 2011 CNR - ISTI – Young Researcher Award
My research focuses on concepts and practical algorithms for the creation and manipulation of digital shape representation. I am especially interested in how geometry processing intersects with artistic modelling and digital fabrication. My primary goal is to push the boundaries of current industrial production pipelines by exploiting the theoretical foundations in geometry processing. This includes mesh parametrization, surface abstraction and global optimization applied to the entertainment industry, digital fabrication and architectural geometry.
Parametrization and Remeshing
There are two main strategies for producing a digital shape representation: by acquiring real world objects using scanning devices, or manual modelling using commercial tools. Acquisition devices produce accurate digital copies of real objects. Unfortunately, the geometry is organised as an unstructured triangle mesh. Instead, manual modelling produces a well structured and compact shape representation. This kind of representation is usually richer in semantics and can be effectively applied in the majority of design and production processes. In general, industry requires structured, globally smooth polygonal meshes. The majority of CAD modellers and modelling artists rely on high-order surface representations or subdivision schemes which are designed for quad meshing.
My research in this field is driven by the need to fill the gap between digitally- acquired and manually-modelled digital shape representations. My main interest is not only in new methods for triangle to quadrilateral conversion, but in the more general problem of shape abstraction. In 2010 I proposed a method to create feature aligned t-meshes , a patch layout consisting of small numbers of feature-aligned quadrilateral patches which can be interconnected using T-juctions. In 2011 I proposed a method to create simple quad domains, a feature-aligned patch layout without the needs for T-junctions. I also extended global parametrization techniques to range images and point-cloud surface representations. While these methods are excellent instruments for shape abstraction, the meshes created by modellers are structured in a different way, which makes them richer in semantics. Animation-Aware Quadrangulations is a step towards filling this gap. The idea is to drive remeshing by considering how the surface is deformed during an animation. My recent results include a novel method for field tracing that can be used to build a Robust Field-aligned Global Parametrization and a method for Data-Driven Interactive Quadrangulation.
The main aim of industrial prototyping is to create a tangible representation of an arbitrary digital geometry. 3D printing techniques have been created for the small- scale production of digital shapes. 3D printing techniques have several restrictions.
The workspace is usually very small, the printing process is time consuming, and, in order to produce a high quality reproduction, the input geometry has to satisfy both geometric and static constraints. A radically different philosophy for shape fabrication is to approximate a given shape by relying on cheaper technologies that scale for mass production. I have proposed a novel method to approximate a given shape as a set of 2D flat panels that can be interlocked to create a self-supporting structure . Panels can be printed with common laser cutting techniques. The high visual quality of my fabricated models is achieved by orienting the panels along the main curvature directions of the surface. I have also proposed a generic method to derive a physically plausible assembly sequence of a complex object. I believe this technique can be effectively used for interior design and art. The potential of 3D printing goes far beyond rapid prototyping. In 2015 I proposed Elastic Textures, a method that exploits printing technologies to create custom microstructures with specific mechanical properties. We recently proposed Flexmolds, a method to design flexible, reusable molds that, once 3D printed, allow us to physically fabricate, by means of liquid casting, multiple copies of complex shapes with rich surface details and complex topology.
A lot of effort has been focused in recent years to simplify the design of complex ar- chitectural structures. Geometric optimization has been successfully applied to solve architectural-related problems such as panelization, optimization of static properties and, recently, the assembly of self-supporting structures. My latest research focuses on the optimisation of the static performances of grid-shell structures. Grid shells are a modern response to the ancient need to cover long span spaces. Their supporting structure is made up of beams which are connected at joints, while covering panels only act as a load. Usually grid-shells are structured as a triangle mesh, since trian- gular glass panels are quite simple to manufacture and at the same time they excel in static performance. However, triangular based structures are nowadays perceived as obsolete. Architects prefer to rely on novel tessellation paradigms which are perceived as aesthetically pleasant, such as quadrilateral meshing. I have introduced a framework for the generation of generic polygonal statics-aware grid-shells, whose topology is designed to excel in static performances.
Yesterday we cared about modelling geometric digital content. Today people are looking at 3D printing technologies. But tomorrow there will be a new requirement: creating innovative 3D contents. This involves defining of a new generation of design and geometric optimization tools that take into account both object functionalities and the manufacturing process to make it real (fabrication and assembling).
Thus shape abstraction, shape analysis and geometry processing will be of great help in organising, understanding and optimizing a shape. Advanced remeshing techniques could be effectively used in object manufacturing. At the same time, a new generation of interactive tools could be used to explore and customise the subset of shapes that fits the desired functionality.
Computer Graphics, Geometry Processing, Algorrithms and data structures.
- Marco Tarini Department of Computer Science, University of Insubria, Varese
- Roberto Scopigno, Paolo Cignoni Visual Computing Lab, ISTI, CNR of Pisa
- Bernd Bickel Institute of Science and Technology, Austria
- Denis Zorin Courant Institute of Mathematical Sciences, New York University
- Daniele Panozzo Courant Institute of Mathematical Sciences, New York University
- Olga Sorkine Institute of Visual Computing, ETH
- Enrico Puppo DISI, University of Genova
- Miguel A. Otaduy Department of Computer Science, URJC Madrid