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In order to interactively render large virtual worlds, the amount of 3D geometry passed to the graphics hardware must be kept to a minimum. Typical solutions to this problem include the use of potentially visible sets and occlusion culling, however, these solutions do not scale well, in time nor in memory, with the size of a virtual world. We propose a fast and inexpensive variant of occlusion culling...
We address the problem of room structure recognition from a 360 cylindrical panorama. The proposed approach first transforms the original panorama into four perspective projected sub-images, then predicts the final layout based on a holistic parameterization framework via candidate evaluation using a linear scoring function, whose weights are trained on a normal indoor image data set. Experiments...
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