A physically-based client-server rendering solution for mobile devices

  • Authors:
  • Matt Aranha;Piotr Dubla;Kurt Debattista;Thomas Bashford-Rogers;Alan Chalmers

  • Affiliations:
  • University of Bristol, Bristol, England;University of Warwick, Coventry, England;University of Warwick, Coventry, England;University of Warwick, Coventry, England;University of Warwick, Coventry, England

  • Venue:
  • Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
  • Year:
  • 2007

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Abstract

Mobile devices, also known as small-form-factor (SFF) devices such as mobile phones, PDAs and ultra mobile PCs have continued to grow in popularity. Improvements in SFF hardware has enabled a range of suitable applications such as gaming, interactive visualisation and mobile mapping. Although high-fidelity graphic systems typically have significant computational requirements, the time taken may be largely resolution dependent. The limited resolution of SFFs indicates such platforms are prime candidates for running high-fidelity graphics. Due to the limited hardware available on mobile devices, it is not currently possible to produce high-fidelity graphics in reasonable time. However, most SFFs have some degree of network capability. Using a remote server in conjunction with a mobile device to render high-fidelity graphics on demand allows us to substantially reduce the total rendering time. This paper introduces a client-server framework for minimising rendering times using a cost function to predict optimal distribution of rendering.