José Antonio Collado

dblp:129/8093 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0000-0003-3288-3760ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
GPU rendering
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
level of detail
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › point-based rendering
point cloud rendering
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

hole filling · 0.9hilbert curve encoding · 0.9
YearPublicationVenuePosition
2025 Virtualized Point Cloud Rendering
abstract
Remote sensing technologies, such as LiDAR, produce billions of points that commonly exceed the storage capacity of the GPU, restricting their processing and rendering. Level of detail (LoD) techniques have been widely investigated, but building the LoD structures is also time-consuming. This study proposes a GPU-driven culling system focused on determining the number of points visible in every frame. It can manipulate point clouds of any arbitrary size while maintaining a low memory footprint in both the CPU and GPU. Instead of organizing point clouds into hierarchical data structures, these are split into groups of points sorted using the Hilbert encoding. This alternative alleviates the occurrence of anomalous groups found in Morton curves. Instead of keeping the entire point cloud in the GPU, points are transferred on demand to ensure real-time capability. Accordingly, our solution can manipulate huge point clouds even in commodity hardware with low memory capacities. Moreover, hole filling is implemented to cover the gaps derived from insufficient density and our LoD system. Our proposal was evaluated with point clouds of up to 18 billion points, achieving an average of 80 frames per second (FPS) without perceptible quality loss. Relaxing memory constraints further enhances visual quality while maintaining an interactive frame rate. We assessed our method on real-world data, comparing it against three state-of-the-art methods, demonstrating its ability to handle significantly larger point clouds.
José Antonio Collado, Alfonso López, J. M. Jurado, Juan-Roberto Jiménez 0001
IEEE Trans. Vis. Comput. Graph.1