Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Fast backface culling using normal masks
Proceedings of the 1997 symposium on Interactive 3D graphics
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
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
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Flexible Point-Based Rendering on Mobile Devices
IEEE Computer Graphics and Applications
Proceedings of the eleventh international conference on 3D web technology
Interactive Mobile 3D Graphics for on-the-go visualization and walkthroughs
Proceedings of the 2006 ACM symposium on Applied computing
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
Core Techniques and Algorithms in Game Programming
Core Techniques and Algorithms in Game Programming
Interactive walkthrough of large 3D models of buildings on mobile devices
Proceedings of the twelfth international conference on 3D web technology
Interactive Illustrative Rendering on Mobile Devices
IEEE Computer Graphics and Applications
The State of the Art in Mobile Graphics Research
IEEE Computer Graphics and Applications
A lightweight 3D visualization and navigation system on handheld devices
Proceedings of the 2009 ACM symposium on Applied Computing
Mobile 3D Graphics: with OpenGL ES and M3G
Mobile 3D Graphics: with OpenGL ES and M3G
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Interactive Navigation and Exploration of Virtual Environments on Handheld Devices
International Journal of Handheld Computing Research
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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.