Marco Fratarcangeli
Marco Fratarcangeli is a Professor of Computer Science at Chalmers University of Technology in Gothenburg, Sweden. His main academic interests are in visual computing and computer graphics, particularly animation. His recent research is focused on physically based simulation, using state-of-the-art nonlinear optimization methods and massively parallel graphics hardware. He has been an Associate Professor (2016-2020) at Chalmers, an Assistant Professor (2011-2014) at Sapienza University in Rome (Italy), and a visiting professor (2014) at Telecom Paristech in Paris (France). He obtained his PhD in Computer Engineering from Sapienza in 2009, jointly with Linköping University in Sweden. Marco has been awarded the Young Researcher grant from Vetenskapsrådet (Swedish Research Council) in 2015. From 2017 to 2020, he has been consultant at Disney Research Studio in Zurich, working on fast nonlinear optimizer for creating realistic digital humans for visual effects in films. In 2017, based on his research, he co-founded and is currently CEO of Deform Dynamics AB, a company developing next-generation computational animation tools.

Visar 28 publikationer
Medial ElasticsElastics: Efficient and Collision-Ready Deformation via Medial Axis Transform
Fast Nonlinear Least Squares Optimization of Large-Scale Semi-Sparse Problems
Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm
Interactive Assembly and Animation of 3D Digital Garments
Parallel iterative solvers for real-time elastic deformations
Parallel Multigrid for Nonlinear Cloth Simulation
Fast Quadrangular Mass-Spring Systems using Red-Black Ordering
sLayer: a System for Multi-Layered Material Sculpting
Skin deformation methods for interactive character animation
Multi-Variate Gaussian-Based Inverse Kinematics
Inverse Kinematics Using Dynamic Joint Parameters
Skin Deformation Methods for Interactive Character Animation
State of the art in skinning techniques for articulated deformable characters
Vivace: a practical gauss-seidel method for stable soft body dynamics
Practical Offline Rendering of Woven Cloth
Low-cost Experimental Setups for Mid-air 3D Reconstruction
Position-Based Skinning for Soft Articulated Characters
Fast Rendering of Image Mosaics and ASCII Art
A GPU-based Implementation of Position Based Dynamics for Interactive Deformable Bodies
Scalable Partitioning for Parallel Position Based Dynamics
Near Real-Time Multi-GPU omegaK Algorithm for SAR Processing
Interactive, musculoskeletal model for animating virtual faces
Position-based facial animation synthesis
Facial motion cloning with radial basis functions in MPEG-4 FBA
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Visar 2 forskningsprojekt
Parallel Algorithms for Interactive Simulations of 3D Soft Tissues
Interaktiva 3D deformerbara kroppars design