Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures

  • Authors:
  • Wendel B. Silva;Maria Andréia F. Rodrigues

  • Affiliations:
  • University of Utah, USA;Universidade de Fortaleza - UNIFOR, Brazil

  • Venue:
  • International Journal of Handheld Computing Research
  • Year:
  • 2011

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Abstract

This work presents a comparative study of various combinations of visibility algorithms view-frustum culling, backface culling, and a simple yet fast algorithm called conservative backface culling and different settings of standard spatial data structures non-uniform Grids, BSP-Trees, Octrees, and Portal-Octrees for enabling efficient graphics rendering of both indoor and urban 3D environments, especially suited for low-end handheld devices. Performance tests and analyses were conducted using two different mobile platforms and environments in the order of thousands of triangles. The authors demonstrate that navigation at interactive frame rates can be obtained using geometry rather than image-based rendering or point-based rendering on the cell phone Nokia n82.