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Giacomo Nazzaro

Publications and source records attributed to Giacomo Nazzaro.

4 recordsLinked to original sources

DreamAnywhere: Object-Centric Panoramic 3D Scene Generation

Recent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically fine-tuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere, a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping -- all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness.

cs.GR

Real-time Rendering with a Neural Irradiance Volume

Rendering diffuse global illumination in real-time is often approximated by pre-computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in the irradiance volume, including novel dynamic objects. This approach, however, suffers from aliasing artifacts and high memory consumption. We propose Neural Irradiance Volume (NIV), a neural-based technique that allows accurate real-time rendering of diffuse global illumination via a compact pre-computed model, overcoming the limitations of traditional probe-based methods, such as the expensive memory footprint, aliasing artifacts, and scene-specific heuristics. The key insight is that neural compression creates an adaptive and amortized representation of irradiance, circumventing the cubic scaling of grid-based methods. Our superior memory-scaling improves quality by at least 10x at the same memory budget, and enables a straightforward representation of higher-dimensional irradiance fields, allowing rendering of time-varying or dynamic effects without requiring additional computation at runtime. Unlike other neural rendering techniques, our method works within strict real-time constraints, providing fast inference (around 1 ms per frame on consumer GPUs at full HD resolution), reduced memory usage (1-5 MB for medium-sized scenes), and only requires a G-buffer as input, without expensive ray tracing or denoising.

cs.GR

B/Surf: Interactive Bézier Splines on Surfaces

Bézier curves provide the basic building blocks of graphic design in 2D. In this paper, we port Bézier curves to manifolds. We support the interactive drawing and editing of Bézier splines on manifold meshes with millions of triangles, by relying on just repeated manifold averages. We show that direct extensions of the De Casteljau and Bernstein evaluation algorithms to the manifold setting are fragile, and prone to discontinuities when control polygons become large. Conversely, approaches based on subdivision are robust and can be implemented efficiently. We define Bézier curves on manifolds, by extending both the recursive De Casteljau bisection and a new open-uniform Lane-Riesenfeld subdivision scheme, which provide curves with different degrees of smoothness. For both schemes, we present algorithms for curve tracing, point evaluation, and point insertion. We test our algorithms for robustness and performance on all watertight, manifold, models from the Thingi10k repository, without any pre-processing and with random control points. For interactive editing, we port all the basic user interface interactions found in 2D tools directly to the mesh. We also support mapping complex SVG drawings to the mesh and their interactive editing.

cs.GR

DecoSurf: Recursive Geodesic Patterns on Triangle Meshes

In this paper, we show that many complex patterns, which characterize the decorative style of many artisanal objects, can be generated by the recursive application of only four operators. Each operator is derived from tracing the isolines or the integral curves of geodesics fields generated from selected seeds on the surface. Based on this formulation, we present an interactive application that lets designers model complex recursive patterns directly on the object surface, without relying on parametrization. We support interaction on commodity hardware on meshes of a few million triangles, by combining light data structures together with an efficient approximate graph-based geodesic solver. We validate our approach by matching decoration styles from real-world photos, by analyzing the speed and accuracy of our geodesic solver, and by validating the interface with a user study.

cs.GR