Alessandro Martinelli

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Trajectory planning and tracking are crucial tasks in any application using robot manipulators. These tasks become particularly difficult when obstacles are present in the manipulatorpsilas workspace. In this paper it is assumed that the obstacles can be approximated in a conservative way with discs. The goal is to represent the obstacles in the robot(More)
The platooning is a coordination technique for teams of mobile units that aims at letting each unit to move closely to its preceding neighbour, thus forming the so-called platoon. This paper describes the design and implementation of a distributed robotics application where a team of autonomous mobile robots are coordinated to move as a platoon. The focus(More)
HYPOTHESIS We aimed to report our experience in treating congenital pseudarthrosis of the clavicle (CPC). MATERIALS AND METHODS A retrospective search of the archive of our institute was performed; 27 cases (12 male and 15 female patients) affected by CPC were recorded. Among these patients, 19 underwent surgical intervention for cosmetic appearance(More)
BACKGROUND Chronic dislocation of the radial head treatment in Monteggia fracture dislocation is still controversial. We present a large series of patients treated in our Institution. MATERIALS AND METHODS The outcome of 22 children treated surgically between 1988 and 2011 for post-traumatic chronic radial head dislocation is reported. There were 12 girls(More)
In this paper we propose an innovative approach to object shape and position estimation by stereometric, data mining and interpolating techniques. Our proposed system would be able to work with real-time performances. Unfortunately the most computational expensive part of our solution is clustering. To achieve our goal we also propose a new prototypes(More)
One of the most important tasks of a traditional 3D Rendering engine is the projection on the image plane of geometrical structures (such as triangles or lines). This operation takes place in the middle of the rendering pipeline, between the vertex shader and the fragment shader: its aim is just that of creating fragment data from vertex data. The solution(More)
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