This work presents a lightweight 3D visualization and navigation system we have proposed and implemented on handheld devices, using the Open Graphics Library for Embedded Systems (OpenGL ES API). The visibility algorithms view-frustum culling, backface culling (this one available in the OpenGL ES API), and a combination of view-frustum culling and backface culling, associated to different depth levels of Octrees (used to partition the 3D scene) were implemented and used to optimize the processing time required to render 3D graphics. The system was then tested using these combinations of algorithms and performance analyses were conducted for situations where the camera walks through an environment containing 6199 polygons. The results show that navigation at interactive rates of 10.07 and 30.61 frames per second can be obtained using the PocketPC iPaq hx2490b and the mobile phone Nokia n82, respectively.
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.
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.
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