Valentina Tibaldo

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Current modeling packages have polished interfaces for editing polygonal meshes, where artists work individually on each mesh. A variety of recent cloud-based services have shown the benefits of editing documents in real-time collaboration with others. In this paper, we present a system for collaborative editing of low-polygonal and subdivision mesh models.(More)
Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing has limitations. In this paper, we present <i>3DFlow</i>, an algorithm that computes continuous(More)
Game development is commonly seen as a collaborative effort, with teams of people cooperating on the same project. Nowadays, a variety of cloud-based services have shown the benefits of performing tasks in real-time collaboration with others. In this paper, we present a system for collaborative game levels editing. We model this problem as a special(More)
The solution of large sparse systems of linear constraints is at the base of most interactive solvers for physically-based animation of soft body dynamics. We focus on applications with hard and tight per-frame resource budgets, such as video games, where the solution of soft body dynamics needs to be computed in a few milliseconds. Linear iterative methods(More)
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