Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Real-Time Rendering
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
Enhancing 3D Graphics on Mobile Devices by Image-Based Rendering
PCM '02 Proceedings of the Third IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Flexible Point-Based Rendering on Mobile Devices
IEEE Computer Graphics and Applications
Proceedings of the eleventh international conference on 3D web technology
Interactive three-dimensional rendering on mobile computer devices
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Supporting guided navigation in mobile virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Z-Goto for efficient navigation in 3D environments from discrete inputs
Proceedings of the ACM symposium on Virtual reality software and technology
Hand-held virtual reality: a feasibility study
Proceedings of the ACM symposium on Virtual reality software and technology
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
International Journal of Handheld Computing Research
A scalable architecture for 3D map navigation on mobile devices
Personal and Ubiquitous Computing
Hi-index | 0.00 |
This work presents a lightweight 3D visualization and navigation system we have proposed and implemented on handheld devices, using the Open Graphics Library for Embedded Systems (OpenGL ES API). The visibility algorithms view-frustum culling, backface culling (this one available in the OpenGL ES API), and a combination of view-frustum culling and backface culling, associated to different depth levels of Octrees (used to partition the 3D scene) were implemented and used to optimize the processing time required to render 3D graphics. The system was then tested using these combinations of algorithms and performance analyses were conducted for situations where the camera walks through an environment containing 6199 polygons. The results show that navigation at interactive rates of 10.07 and 30.61 frames per second can be obtained using the Pock-etPC iPaq hx2490b and the mobile phone Nokia n82, respectively.