You can instead load sprites and tiles from the FX chip by including ArduboyRaycastFX.h instead of ArduboyRaycast.h and creating the appropriate fxdata. You shouldn't need to change any code other ...
@inproceedings{hu20wysiwyg, title={What You See Is What You Get: Exploiting Visibility for 3d Object Detection}, author={Hu, Peiyun and Ziglar, Jason and Held, David and Ramanan, Deva}, ...
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