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 …
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 …
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 …
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
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 …
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 …