Extreme clicking for efficient object annotation

DP Papadopoulos, JRR Uijlings… - Proceedings of the …, 2017 - openaccess.thecvf.com
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 …

Survey of semi-regular multiresolution models for interactive terrain rendering

R Pajarola, E Gobbetti - The Visual Computer, 2007 - Springer
Rendering high quality digital terrains at interactive rates requires carefully crafted
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

E Gobbetti, F Marton - ACM SIGGRAPH 2005 Papers, 2005 - dl.acm.org
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 …

Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models

P Cignoni, F Ganovelli, E Gobbetti, F Marton… - ACM Transactions on …, 2004 - dl.acm.org
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 …

Planet-sized batched dynamic adaptive meshes (P-BDAM)

P Cignoni, F Ganovelli, E Gobbetti… - … , 2003. VIS 2003., 2003 - ieeexplore.ieee.org
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 …

Micro-mesh construction

A Maggiordomo, H Moreton, M Tarini - ACM Transactions on Graphics …, 2023 - dl.acm.org
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 …

Layered point clouds: a simple and efficient multiresolution structure for distributing and rendering gigantic point-sampled models

E Gobbetti, F Marton - Computers & Graphics, 2004 - Elsevier
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 …

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 …

[引用][C] 大数据系统和分析技术综述

程学旗, 靳小龙, 王元卓, 郭嘉丰, 张铁赢, 李国杰 - 软件学报, 2014

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 …