Touch Localization on Gaussian-Splatting Scenes
Locating where a 3D Gaussian-splatting scene gets touched, by turning the problem into plain regression and building the whole ML pipeline from scratch.
I want to make human-machine interaction seamless.
MSc Student · Human-Centered AI @ DTU
I'm Filippo, an Italian engineer currently in Copenhagen, studying Human-Centered AI at DTU with a focus on visual computing. I got here by way of PLCs, microcontrollers and a thesis about touching Gaussian splats, which is exactly as strange as it sounds. What ties it all together is one simple obsession: making the digital world and the real one work together, without either of them noticing the seam. When I'm not at a keyboard I'm probably behind a trombone, a guitar or a drum kit, or fixing someone's printer for the third time this month.
01 / 04
Teaching machines to see and render the world. Gaussian splatting, real-time rendering, and 3D scenes that don't fall apart when you rotate them.
02 / 04
Full pipelines, from generating the data to proving the model isn't lying. Preferably on 3D data, faces, or anything with a signal hidden in it.
03 / 04
Low-level C and Rust, PLCs, sensors and motors. The part where code stops being abstract and starts moving things.
04 / 04
Drawing, 3D modelling and visual identity, because a good system should also look like one.
Locating where a 3D Gaussian-splatting scene gets touched, by turning the problem into plain regression and building the whole ML pipeline from scratch.
A model of what makes a face look tired, then run backwards to generate faces at any level of exhaustion.
A small interactive 3D world in Rust and OpenGL, with lighting, geometry and a game running on top.
A physical Pong game built from the ground up: ATmega, motors, IR sensors and a lot of C.
After class, I like to stay creative and still create things. Some for friends, some for fun, some for a grade.
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I always have a soundtrackMostly jazz. The kind where nobody knows when the song ends, including the band.