Building low-latency remote rendering systems for interactive 3D graphics rendering on mobile devices

Author(s):  
Shu Shi
Author(s):  
David Koller ◽  
Michael Turitzin ◽  
Marc Levoy ◽  
Marco Tarini ◽  
Giuseppe Croccia ◽  
...  

2004 ◽  
Vol 23 (3) ◽  
pp. 695-703 ◽  
Author(s):  
David Koller ◽  
Michael Turitzin ◽  
Marc Levoy ◽  
Marco Tarini ◽  
Giuseppe Croccia ◽  
...  

Author(s):  
Ekta Walia ◽  
Vishal Verma

Although mobile devices have now become an important computing platform, however most of them still lack hardware accelerated graphics. Therefore, interactive 3D rendering on these devices is a difficult task. This paper describes different approaches for 3D rendering on mobile devices and the associated challenges. It then investigates different solutions to resolve these problems and proposes a framework that uses Image Based Rendering (IBR) technique to render interactive 3D graphics on mobile devices. Further, the performance of proposed framework is compared with Geometry Based Rendering (GBR). The experimental results show that the proposed framework performs better than the geometry-based techniques in terms of rendering time, visual quality and memory requirements. The results also show that the rendering time of the proposed framework is independent of the scene complexity. The experiments are performed in Java Platform Micro Edition (JavaME) environment with Sun JavaME Phone emulator.


Author(s):  
Adrian Sfarti ◽  
Brian A. Barsky ◽  
Todd J. Kosloff ◽  
Egon Pasztor ◽  
Alex Kozlowski ◽  
...  

Author(s):  
Joerg H. Kloss

This chapter discusses the topic of standards for Virtual Worlds with emphasis on their usability as a stable and reliable basis for long-term investments into 3D-E-Commerce. The text explains why standards are important for the success of Virtual Worlds as well as the business in these shared online 3D environments, and what the relevant criteria are to decide for the right technology and/or provider. Although sometimes in the shadow of popular proprietary platforms there are already many different candidates for a Virtual World standard, currently in different states of development. By choosing a 3D platform, E-Commerce providers will decide about their business potential and at the same time strengthen one or another standard in the current technical competition phase. So it is important to get an overview about the current approaches, their advantages and disadvantages as well as the tendencies for the future developments. In this chapter the reader will be sensitized for the issues of standardization, compatibility and interoperability of Virtual Worlds for successful E-Commerce applications. An overview about the current approaches supports the orientation and decision for the different technologies. Some concrete XML-based code examples realized in the international ISO standard for interactive 3D-Graphics X3D demonstrates the practical deployment of highly compatible concepts. An outlook to the further integration of interactive 3D graphics into the Next Generation Web respectively the 3D Internet completes the overview.


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