Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Interactive navigation in complex environments using path planning
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Automatically Generating Virtual Guided Tours
CA '99 Proceedings of the Computer Animation
Location-aware visualization of VRML models in GPS-based mobile guides
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
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
Computer Animation and Virtual Worlds - CASA 2006
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
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
International Journal of Handheld Computing Research
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Arbitrarily 3D scenes pose difficult challenges to real-time visualization, navigation and exploration on mobile devices. We have developed a framework for supporting interactive navigation and exploration of mobile virtual environments. Our framework can be used to load dynamically virtual environments from a remote PC server, navigate through them, find an optimal and collision-free path from one place to another, and obtain additional information on the objects of interest by directly pointing to their representation in the virtual world. As a proof of concept of the framework as well as to illustrate its use and main functionalities, we have run tests with a virtual world containing more than one hundred thousand triangles. A walkthrough of this world shows how the framework allocates resources memory and processing time to execute the tasks of rendering, geometric transformations, collision detection, and scenes loading, and how its performance is affected under different navigation scenarios.