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Zhengzheng Kuang

dblp:138/3457 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none

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

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 · 70% Geometric modeling and processing · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
ray casting
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Rendering
ray tracing
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Geometric modeling and processing
urban modeling
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Rendering
texture mapping
0.012013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013

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

ray casting · 0.2image-based representation · 0.2
YearPublicationVenuePosition
2013 A compact random-access representation for urban modeling and rendering
abstract
We propose a highly memory-efficient representation for modeling and rendering urban buildings composed predominantly of rectangular block structures, which can be used to completely or partially represent most modern buildings. With the proposed representation, the data size required for modeling most buildings is more than two orders of magnitude less than using the conventional mesh representation. In addition, it substantially reduces the dependency on conventional texture maps, which are not space-efficient for defining visual details of building facades. The proposed representation can be stored and transmitted as images and can be rendered directly without any mesh reconstruction. A ray-casting based shader has been developed to render buildings thus represented on the GPU with a high frame rate to support interactive fly-by as well as street-level walk-through. Comparisons with standard geometric representations and recent urban modeling techniques indicate the proposed representation performs well when viewed from a short and long distance.
Zhengzheng Kuang, Bin Chan, Yizhou Yu
ACM Trans. Graph.1