Affiliation:
1. University of Utah, USA
2. Universidade de Fortaleza – UNIFOR, Brazil
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.
Subject
Computer Science Applications,History,Education
Cited by
3 articles.
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1. Interactive Navigation and Exploration of Virtual Environments on Handheld Devices;International Journal of Handheld Computing Research;2012-07
2. Related References;Technologies for Urban and Spatial Planning: Virtual Cities and Territories
3. Compilation of References;Technologies for Urban and Spatial Planning: Virtual Cities and Territories