Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Remote Line Rendering for Mobile Devices
CGI '04 Proceedings of the Computer Graphics International
The Mobile Animator: Interactive Character Animation in Collaborative Virtual Environments
VR '04 Proceedings of the IEEE Virtual Reality 2004
Flexible Point-Based Rendering on Mobile Devices
IEEE Computer Graphics and Applications
Evolution of 3D Games on Mobile Phones
ICMB '05 Proceedings of the International Conference on Mobile Business
A Point-Based Rendering Approach for Mobile Devices
ICAT '06 Proceedings of the 16th International Conference on Artificial Reality and Telexistence--Workshops
Streaming Scenes to MPEG-4 Video-Enabled Devices
IEEE Computer Graphics and Applications
A scalable architecture for 3D map navigation on mobile devices
Personal and Ubiquitous Computing
ASEHM: a new transmission control mechanism for remote rendering system
Multimedia Tools and Applications
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The limitation of resource on mobile devices makes providing real-time, realistic 3D graphics on local become a challenging task. Recent researches focus on remote rendering which is not good in interaction, and simple rendering on local which is not good in rendering quality. As for this challenge, this paper presents a new multiresolution object space point-based rendering approach for mobile devices local rendering. The approach use hierarchical clustering to create a hierarchy of bounding volumes, in addition, we use curvature sampling to reduce more amounts of sample points and give a rapid LOD selection algorithm. Then use view-independent object space surface splatting as the rendering primitives which can provide good rendering quality. Experiment results show that this approach uses less time and gets better rendering quality for mobile devices.