2011
DOI: 10.4018/jhcr.2011010104
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Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures

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… Show more

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Cited by 3 publications
(1 citation statement)
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References 27 publications
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“…Wonka and Schmalstieg developed a real-time solution to identify the visible parts of a scene in an exterior environment (Wonka & Schmalstieg, 1999). Silva and Rodrigues presented a comparative study of various combinations of visibility algorithms and different settings of spatial data structures for enabling efficient graphics rendering of both indoor and urban 3D environments (Silva & Rodrigues, 2011). Nurminen developed a 3D virtual map application for exterior environments on mobile devices (Nurminen, 2006).…”
Section: Related Workmentioning
confidence: 99%
“…Wonka and Schmalstieg developed a real-time solution to identify the visible parts of a scene in an exterior environment (Wonka & Schmalstieg, 1999). Silva and Rodrigues presented a comparative study of various combinations of visibility algorithms and different settings of spatial data structures for enabling efficient graphics rendering of both indoor and urban 3D environments (Silva & Rodrigues, 2011). Nurminen developed a 3D virtual map application for exterior environments on mobile devices (Nurminen, 2006).…”
Section: Related Workmentioning
confidence: 99%