Researcher profile

Daniele Loiacono

Daniele Loiacono contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2026arXiv

Generating synthetic computed tomography for radiotherapy: SynthRAD2025 challenge report

Radiation therapy (RT) requires precise dose delivery over multiple fractions, with CT fundamental for treatment planning due to its electron density information. Repeated CT acquisitions impose radiation exposure and logistical burdens, MRI lacks electron density, and cone-beam CT (CBCT) requires correction for dose calculation. Synthetic CT (sCT) generation addresses these by converting MRI or CBCT into CT-equivalent images with accurate Hounsfield Unit (HU) values, enabling MRI-only RT and CBCT-based adaptive workflows. Building on SynthRAD2023, SynthRAD2025 benchmarked sCT methods on 2,362 patients from five European centers across head and neck, thorax, and abdomen. Two tasks: MRI-to-CT (890 cases) and CBCT-to-CT (1,472 cases), evaluated via image similarity (MAE, PSNR, MS-SSIM), segmentation (Dice, HD95), and dosimetric metrics from photon and proton plans. With 803 participants and 12/13 valid submissions, Task 1 top performance reached MAE $64.8\pm21.3$ HU, PSNR $\sim$30 dB, MS-SSIM $\sim$0.936, Dice 0.79, photon $γ_{2\%/2\text{mm}}>98\%$, proton $γ\approx85\%$. Task 2 improved: MAE $48.3\pm13.4$ HU, PSNR 32.6 dB, MS-SSIM 0.968, Dice 0.86, photon $γ>99\%$, proton $γ\approx89\%$. Strong image--segmentation correlations ($ρ=0.78$--$0.79$) but moderate dose correlations confirmed image quality is insufficient as a dosimetric surrogate. Head-and-neck cases were most consistent; thoracic and abdominal cases showed greater variability. Residual errors at tissue interfaces propagate along beam paths, affecting proton dose more than photon. SynthRAD2025 demonstrates that deep learning yields clinically relevant sCTs, especially for CBCT-to-CT, while identifying persistent MRI-to-CT challenges and underscoring dose-based evaluation as essential for clinical validation.

preprint2023arXiv

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.

preprint2022arXiv

One Pixel, One Interaction, One Game: An Experiment in Minimalist Game Design

Minimalist game design was introduced a decade ago as a general design principle with a list of key properties for minimalist games: basic controls, simple but aesthetically pleasing visuals, interesting player choices with vast possibility spaces, and sounds that resonate with the design. In this paper, we present an experiment we did to explore minimalism in games using a bottom-up approach. We invited a small group of professional game designers and a larger group of game design students to participate in a seminal experiment on minimalism in game design. We started from the most basic game elements: one pixel and one key which provide the least amount of information we can display and reasonably the most elementary action players can perform. We designed a game that starts with a black pixel and asks players to press a key when the pixel turns white. This minimal game, almost a Skinner box, captures the essential elements of the mechanics of games like "The Impossible Game," which asks players to do nothing more than press a key at the right moment. We presented this game concept to the professional game designers and challenged them to create other games with the least amount of player interaction and displayed information. We did not specify any constraints (as usually done in other contexts) and left them free to express their view of minimalistic game design. We repeated the experiment with 100+ students attending a master-level course on video game design and development at our institution. We then analyzed the creations of the two groups, discussing the idea of minimalistic design that emerges from the submitted game concepts.