Renato Pajarola

ORCID: 0000-0002-6724-526X
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About
Contact & Profiles
Research Areas
  • Computer Graphics and Visualization Techniques
  • Advanced Vision and Imaging
  • 3D Shape Modeling and Analysis
  • Computational Geometry and Mesh Generation
  • Tensor decomposition and applications
  • Data Visualization and Analytics
  • Remote Sensing and LiDAR Applications
  • 3D Surveying and Cultural Heritage
  • Data Management and Algorithms
  • Advanced Image and Video Retrieval Techniques
  • Geographic Information Systems Studies
  • Robotics and Sensor-Based Localization
  • Advanced Neuroimaging Techniques and Applications
  • Advanced Numerical Analysis Techniques
  • Model Reduction and Neural Networks
  • 3D Modeling in Geospatial Applications
  • Fluid Dynamics Simulations and Interactions
  • Digital Image Processing Techniques
  • Medical Image Segmentation Techniques
  • Algorithms and Data Compression
  • Probabilistic and Robust Engineering Design
  • Computational Physics and Python Applications
  • Lattice Boltzmann Simulation Studies
  • Parallel Computing and Optimization Techniques
  • Visual Attention and Saliency Detection

University of Zurich
2016-2025

Association for Computing Machinery
2002-2012

University of California, Irvine
2000-2007

Board of the Swiss Federal Institutes of Technology
1998-2002

University of Bonn
2002

ETH Zurich
2002

Georgia Institute of Technology
1999

We present a novel, incompressible fluid simulation method based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, incompressibility is enforced by using prediction-correction scheme to determine particle pressures. For this, information about density fluctuations actively propagated through and pressure values are updated until targeted satisfied. With this approach, we avoid computational expenses of solving Poisson equation, while still being able use large...

10.1145/1531326.1531346 article EN ACM Transactions on Graphics 2009-07-27

Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The size of these imposes limits applications for which complex must be accessed remotely. Techniques simplifying and compressing reduce the transmission time. Multiresolution formats provide quick access to a crude model then refine it progressively. Unfortunately, compared best nonprogressive compression methods, previously proposed progressive refinement techniques impose...

10.1109/2945.841122 article EN IEEE Transactions on Visualization and Computer Graphics 2000-01-01

Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. However, interactive visualization very large scale grid digital elevation models is still difficult. The graphics load must be controlled by adaptive surface triangulation and taking advantage different levels detail. Furthermore, management visible scene requires efficient access to terrain database. We describe an all-in-one system which integrates triangulation, dynamic spatial data...

10.5555/288216.288219 article EN 1998-10-18

Abstract We present a new method for the simulation of melting and solidification in unified particle model . Our technique uses Smoothed Particle Hydrodynamics (SPH) liquids, deformable as well rigid objects, which eliminates need to define an interface coupling different models. Using this approach, it is possible simulate fluids solids by only changing attribute values underlying particles. significantly changed prior elastic achieve flexible solidification. By using SPH approach...

10.1002/cav.162 article EN Computer Animation and Virtual Worlds 2007-02-01

We present a robust approach for reconstructing the main architectural structure of complex indoor environments given set cluttered 3D input range scans. Our method uses an efficient occlusion-aware process to extract planar patches as candidate walls, separating them from clutter and coping with missing data, automatically extracts individual rooms that compose environment by applying diffusion on space partitioning induced walls. This process, which has natural interpretation in terms heat...

10.1016/j.cag.2014.07.005 article EN cc-by-nc-nd Computers & Graphics 2014-08-01

Continuing improvements in CPU and GPU performances as well increasing multi-core processor cluster-based parallelism demand for flexible scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, systems are essential cope with the rapid growth of data sets. However, non-trivial develop often only application specific implementations have been proposed. The task developing a framework is even more difficult...

10.1109/tvcg.2008.104 article EN IEEE Transactions on Visualization and Computer Graphics 2008-09-18

In this paper we introduce a novel parallel and interactive SPH simulation rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based Z-indexing sorting eliminates memory overhead due to grid or hierarchical data structures. Furthermore, it overcomes limitations imposed by shading languages allowing be very flexible approaching practical limits of modern graphics hardware. For visualizing new pipeline. first step, all...

10.5555/1921427.1921437 article EN Symposium on Computer Animation 2010-07-02

Memory and network bandwidth are decisive bottlenecks when handling high-resolution multidimensional data sets in visualization applications, they increasingly demand suitable compression strategies. We introduce a novel lossy algorithm for over regular grids. It leverages the higher-order singular value decomposition (HOSVD), generalization of SVD to three dimensions higher, together with bit-plane, run-length arithmetic coding compress HOSVD transform coefficients. Our scheme degrades...

10.1109/tvcg.2019.2904063 article EN publisher-specific-oa IEEE Transactions on Visualization and Computer Graphics 2019-03-08

With better and faster acquisition devices comes a demand for fast robust reconstruction algorithms, but no L 1 -based technique has been enough online use so far. In this paper, we present novel continuous formulation of the weighted locally optimal projection (WLOP) operator based on Gaussian mixture describing input point density. Our method is up to 7 times than an optimized GPU implementation WLOP, achieves interactive frame rates moderately sized clouds. We give comprehensive quality...

10.1145/2601097.2601172 article EN ACM Transactions on Graphics 2014-07-22

Abstract Creating high‐level structured 3D models of real‐world indoor scenes from captured data is a fundamental task which has important applications in many fields. Given the complexity and variability interior environments need to cope with noisy partial data, open research problems remain, despite substantial progress made past decade. In this survey, we provide an up‐to‐date integrative view field, bridging complementary views coming computer graphics vision. After providing...

10.1111/cgf.14021 article EN Computer Graphics Forum 2020-05-01

Abstract We present a method to automatically segment indoor scenes by detecting repeated objects. Our algorithm scales datasets with 198 million points and does not require any training data. propose trivially parallelizable preprocessing step, which compresses point cloud into collection of nearly‐planar patches related geometric transformations. This representation enables us robustly filter out noise greatly reduces the computational cost memory requirements our method, enabling...

10.1111/cgf.12286 article EN Computer Graphics Forum 2014-05-01

Abstract Reconstructing the as‐built architectural shape of building interiors has emerged in recent years as an important and challenging research problem. An effective approach must be able to faithfully capture structures separate permanent components from clutter (e.g. furniture), while at same time dealing with defects input data. For many applications, higher‐level information on environment is also required, particular individual rooms. To solve this ill‐posed problem,...

10.1111/cgf.13015 article EN Computer Graphics Forum 2016-10-01

To simulate multiple fluids realistically many important interaction effects have to be captured accurately. Smoothed Particle Hydrodynamics (SPH) has shown a simple, yet flexible method cope with fluid simulation problems in robust way. Unfortunately, the results obtained when using SPH miscible are severely affected, especially if density ratios become large. The undesirable reach from unphysical and pressure variations spurious unnatural interface tensions, as well severe numerical...

10.5555/1632592.1632623 article EN Symposium on Computer Animation 2008-07-07

We present a novel, incompressible fluid simulation method based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, incompressibility is enforced by using prediction-correction scheme to determine particle pressures. For this, information about density fluctuations actively propagated through and pressure values are updated until targeted satisfied. With this approach, we avoid computational expenses of solving Poisson equation, while still being able use large...

10.1145/1576246.1531346 article EN 2009-07-27

Abstract Great advancements in commodity graphics hardware have favoured processing unit (GPU)‐based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on platforms. Nevertheless, long data transfer times and GPU memory size limitations are often limiting factors, especially massive, time‐varying or multi‐volume visualization, well networked visualization emerging mobile devices. To address this issue, a variety level‐of‐detail (LOD)...

10.1111/cgf.12280 article EN Computer Graphics Forum 2014-02-11

Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. However, interactive visualization very large scale grid digital elevation models is still difficult. The graphics load must be controlled by adaptive surface triangulation and taking advantage different levels detail. Furthermore, management visible scene requires efficient access to terrain database. We describe an all-in-one system which integrates triangulation, dynamic spatial data...

10.1109/visual.1998.745280 article EN 2002-11-28

10.1016/j.cag.2004.08.014 article EN Computers & Graphics 2004-09-30

10.5220/0013241500003912 article EN Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications 2025-01-01

Extreme weather events associated with deep moist convection pose significant social risks, requiring advanced technologies for anticipatory measures. Numerical forecasting, particularly at convection-resolving scales, relies heavily on high-quality initial conditions obtained through the assimilation of complex remote-sensing-based observations. Integrating these observations into systems presents challenges due to nonlinear relationships between observed quantities and model variables....

10.5194/egusphere-egu25-12910 preprint EN 2025-03-15

Multiresolution methods are becoming increasingly important tools for the interactive visualization of very large data sets. isosurface allows user to explore volume using simplified and coarse representations overview images, finer resolution in areas high interest or when zooming into data. Ideally, a should have same topological structure as original. The genus is one property which often neglected multiresolution algorithms. This results uncontrolled changes can occur whenever...

10.5555/375213.375250 article EN IEEE Visualization 2000-10-01
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