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David Koller

dblp:58/1267 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-author

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
3 papers
Rendering · 63% Computational photography and imaging · 19% Geometric modeling and processing · 19%
Network and information security
1 paper
Systems and software security · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
remote rendering
0.012004
Protected interactive 3D graphics via remote rendering · ACM Trans. Graph. 2004
Geometric modeling and processing
3d reconstruction
0.012000
The digital Michelangelo project: 3D scanning of large statues · SIGGRAPH 2000
Computational photography and imaging
3d scanning
0.012000
The digital Michelangelo project: 3D scanning of large statues · SIGGRAPH 2000
Rendering › level of detail
continuous level of detail
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996
Rendering
level-of-detail rendering
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996
Rendering › surface rendering
terrain rendering
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996

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

request stream monitoring · 0.1image perturbation · 0.13d scanning · 0.0screen-space error threshold · 0.0repolygonalization · 0.0
YearPublicationVenuePosition
2004 Protected interactive 3D graphics via remote rendering
abstract
Valuable 3D graphical models, such as high-resolution digital scans of cultural heritage objects, may require protection to prevent piracy or misuse, while still allowing for interactive display and manipulation by a widespread audience. We have investigated techniques for protecting 3D graphics content, and we have developed a remote rendering system suitable for sharing archives of 3D models while protecting the 3D geometry from unauthorized extraction. The system consists of a 3D viewer client that includes low-resolution versions of the 3D models, and a rendering server that renders and returns images of high-resolution models according to client requests. The server implements a number of defenses to guard against 3D reconstruction attacks, such as monitoring and limiting request streams, and slightly perturbing and distorting the rendered images. We consider several possible types of reconstruction attacks on such a rendering server, and we examine how these attacks can be defended against without excessively compromising the interactive experience for non-malicious users.
David Koller, Michael Turitzin, Marc Levoy, Marco Tarini, Giuseppe Croccia, Paolo Cignoni, Roberto Scopigno
ACM Trans. Graph.1
2000 The digital Michelangelo project: 3D scanning of large statues
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean E. Anderson, James Davis 0001, Jeremy Ginsberg, Jonathan Shade, Duane Fulk
SIGGRAPH5
1996 Real-Time, Continuous Level of Detail Rendering of Height Fields
abstract
We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality. 1 INTRODUCTION Modern graphics workstations allow the display of thousa...
Peter Lindstrom 0001, David Koller, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
SIGGRAPH2
1995 Virtual GIS: A Real-Time 3D Geographic Information System
abstract
Advances in computer graphics hardware and algorithms, visualization, and interactive techniques for analysis offer the components for a highly integrated, efficient real-time 3D Geographic Information System. We have developed "Virtual GIS", a system with truly immersive capability for navigating and understanding complex and dynamic terrain-based databases. The system provides the means for visualizing terrain models consisting of elevation and imagery data, along with GIS raster layers, protruding features, buildings, vehicles, and other objects. We have implemented window-based and virtual reality versions and in both cases provide a direct manipulation, visual interface for accessing the GIS data. Unique terrain data structures and algorithms allow rendering of large, high resolution datasets at interactive rates.
David Koller, Peter Lindstrom 0001, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
IEEE Visualization1