Extreme clicking for efficient object annotation
Manually annotating object bounding boxes is central to building computer vision datasets,
and it is very time consuming (annotating ILSVRC [53] took 35s for one high-quality box …
and it is very time consuming (annotating ILSVRC [53] took 35s for one high-quality box …
Survey of semi-regular multiresolution models for interactive terrain rendering
Rendering high quality digital terrains at interactive rates requires carefully crafted
algorithms and data structures able to balance the competing requirements of realism and …
algorithms and data structures able to balance the competing requirements of realism and …
Far voxels: a multiresolution framework for interactive rendering of huge complex 3d models on commodity graphics platforms
We present an efficient approach for end-to-end out-of-core construction and interactive
inspection of very large arbitrary surface models. The method tightly integrates visibility …
inspection of very large arbitrary surface models. The method tightly integrates visibility …
Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models
We describe an efficient technique for out-of-core construction and accurate view-dependent
visualization of very large surface models. The method uses a regular conformal hierarchy of …
visualization of very large surface models. The method uses a regular conformal hierarchy of …
Planet-sized batched dynamic adaptive meshes (P-BDAM)
We describe an efficient technique for out-of-core management and interactive rendering of
planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic …
planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic …
Micro-mesh construction
Micro-meshes (μ-meshes) are a new structured graphics primitive supporting a large
increase in geometric fidelity, without commensurate memory and run-time processing costs …
increase in geometric fidelity, without commensurate memory and run-time processing costs …
Layered point clouds: a simple and efficient multiresolution structure for distributing and rendering gigantic point-sampled models
We recently introduced an efficient multiresolution structure for distributing and rendering
very large point sampled models on consumer graphics platforms [1]. The structure is based …
very large point sampled models on consumer graphics platforms [1]. The structure is based …
Seamless patches for GPU-based terrain rendering
Y Livny, Z Kogan, J El-Sana - The Visual Computer, 2009 - Springer
In this paper we present a novel approach for interactive rendering of large terrain datasets.
Our approach is based on subdividing a terrain into rectangular patches at different …
Our approach is based on subdividing a terrain into rectangular patches at different …
GPU-friendly high-quality terrain rendering
J Schneider, R Westermann - 2006 - otik.uk.zcu.cz
We present a LOD rendering technique for large, textured terrain, which is well-suited for
recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete …
recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete …
[HTML][HTML] Firefly: Untethered multi-user {VR} for commodity mobile devices
The conference papers and full proceedings are available to registered attendees now and
will be available to everyone beginning Wednesday, July 15, 2020. Paper abstracts and …
will be available to everyone beginning Wednesday, July 15, 2020. Paper abstracts and …