SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Time-critical multiresolution scene rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Output Sensitive Extraction of Silhouettes from Polygonal Geometry
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Pareto based optimization of multi-resolution geometry for real time rendering
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Power analysis of mobile 3D graphics
Proceedings of the conference on Design, automation and test in Europe: Proceedings
Signature-based workload estimation for mobile 3D graphics
Proceedings of the 43rd annual Design Automation Conference
3D game content distributed adaptation in heterogeneous environments
EURASIP Journal on Advances in Signal Processing
Control theory-based DVS for interactive 3D games
Proceedings of the 45th annual Design Automation Conference
Adaptive CPU Scheduling to Conserve Energy in Real-Time Mobile Graphics Applications
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
On Balancing Energy Consumption, Rendering Speed, and Image Quality on Mobile Devices
International Journal of Handheld Computing Research
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3D graphics has found its way to mobile devices such as Personal Digital Assistants (PDA) and cellular phones. Given their limited battery capabilities, these devices typically have less computational resources available than their counterparts connected to a power supply. Additionally, the workload of 3D graphics applications changes very drastically over time. These different and changing conditions make the creation of 3D content a real challenge for the content creators.To allow the rendering of arbitrary content on a mobile device without the need of ad-hoc content creation. We present a framework to adapt the resolution of 3D objects to the available processing resources. An MPEG-4 scalable geometry decoder is used to change the resolution and an analytical model of the workload of a mobile renderer is presented for controlling the scalable decoder. Because of the scarce computational resources, a good balance between accuracy and complexity is needed. The presented approach has an error and a complexity overhead of less than 10% for most practical cases.