Luigi Malomo is a researcher and seasoned software engineer with 16 years of experience focused on geometry processing and mesh technologies, currently based at ISTI-CNR in Tuscany. He holds a PhD in Computer Science from Università di Pisa and has a strong academic foundation combined with hands-on development of high-performance C++ tools for triangle mesh manipulation. Luigi has made notable open-source contributions to VCGlib and MeshLab—improving rasterization, geodesic sampling, UV handling, and texture-filtering plugins—demonstrating both back-end algorithmic rigour and full-stack plugin work. His profile reflects a rare blend of deep theoretical knowledge and practical engineering, including subtle UX improvements like AntTweakBar string handling that streamline researcher workflows.
16 years of coding experience
Doctor of Philosophy - PhD, Computer Science, Excellent, Doctor of Philosophy - PhD, Computer Science, Excellent at Università di Pisa
The VCGlib is a C++, templated, no dependency, library for manipulation, processing and cleaning of triangle meshes
Role in this project:
Back-end Developer
Contributions:178 commits, 1 PR, 105 pushes in 13 years
Contributions summary:Luigi primarily focused on modifying and extending the VCGlib library for mesh manipulation, specifically improving the rasterization algorithm, fixing bugs related to face rasterization and edge handling. They implemented or modified algorithms related to point sampling, geodesic calculations, and texture coordinate handling. Additionally, the user contributed by adding a function to handle std::string values within the AntTweakBar Qt mapper and various fixes related to the import of different mesh types.
Contributions:75 commits, 21 pushes, 1 comment in 12 years 9 months
Contributions summary:Luigi primarily worked on the "filter_texture" plugin, adding and modifying features related to texture manipulation within the mesh processing system. Their contributions included implementing new filters for color mapping based on UV coordinates and converting per-wedge UV coordinates. They also refactored existing filters and incorporated improvements to the user interface. This suggests a focus on enhancing the texturing capabilities of the mesh processing tools.
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