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 …
A survey of digital earth
A Mahdavi-Amiri, T Alderson, F Samavati - Computers & Graphics, 2015 - Elsevier
The creation of a digital representation of the Earth and its associated data is a complex and
difficult task. The incredible size of geospatial data and differences between data sets pose …
difficult task. The incredible size of geospatial data and differences between data sets pose …
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 …
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 …
[PDF][PDF] GPU Ray-Casting for Scalable Terrain Rendering.
With the ever increasing resolution of scanned elevation models, geometry throughput on
the GPU is becoming a severe performance limitation in 3D terrain rendering. In this paper …
the GPU is becoming a severe performance limitation in 3D terrain rendering. In this paper …
Quick-vdr: Interactive view-dependent rendering of massive models
View-dependent simplification and rendering have been actively researched for interactive
display of large datasets [Hoppe 1997]. These algorithms have many appealing properties …
display of large datasets [Hoppe 1997]. These algorithms have many appealing properties …
C‐BDAM–compressed batched dynamic adaptive meshes for terrain rendering
We describe a compressed multiresolution representation for supporting interactive
rendering of very large planar and spherical terrain surfaces. The technique, called …
rendering of very large planar and spherical terrain surfaces. The technique, called …
Multi-resolution terrain rendering using summed-area tables
Due to the fundamental weaknesses of level-of-detail (LOD) control and rich details in the
Geometry Clipmaps, we propose a multi-resolution terrain rendering algorithm that utilizes …
Geometry Clipmaps, we propose a multi-resolution terrain rendering algorithm that utilizes …