7 research outputs found

    Constructive 3D Visualization techniques on Mobile platform- Empirical Analysis

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    As per the concept of 3D visualization on mobile devices it is clear that it belongs to two approaches i.e. local and remote approach. According to the technological advances in mobile devices it is possible to handle some complex data locally and visualized it. But still it is a challenging task to manage real entities on mobile devices locally. Remote visualization plays a vital role for 3D visualization on mobile platform in which data comes from server. Remote approach for 3D visualization on mobile platform consist of various techniques, critical analysis of such techniques is focus into this paper. Also the main focus is on network aspects

    Prediction-Based Prefetching for Remote Rendering Streaming in Mobile Virtual Environments

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    Remote Image-based rendering (IBR) is the most suitable solution for rendering complex 3D scenes on mobile devices, where the server renders the 3D scene and streams the rendered images to the client. However, sending a large number of images is inefficient due to the possible limitations of wireless connections. In this paper, we propose a prefetching scheme at the server side that predicts client movements and hence prefetches the corresponding images. In addition, an event-driven simulator was designed and implemented to evaluate the performance of the proposed scheme. The simulator was used to compare between prediction-based prefetching and prefetching images based on spatial locality. Several experiments were conducted to study the performance with different movement patterns as well as with different virtual environments (VEs). The results have shown that the hit ratio of the prediction-based scheme is greater than the localization scheme in the case of random and circular walk movement patterns by approximately 35% and 17%, respectively. In addition, for a VE with high level of details, the proposed scheme outperforms the localization scheme by approximately 13%. However, for a VE with low level of details the localization based scheme outperforms the proposed scheme by only 5%

    Simulation of High-Visual Quality Scenes in Low-Cost Virtual Reality

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    With the increasing popularity of virtual reality, many video games and virtual experiences with high-visual quality have been developed recently. Virtual reality with a high-quality representation of scenes is still an experience linked to high-cost devices. There are currently low-cost virtual reality solutions by using mobile devices, but in those cases, the visual quality of the presented virtual environments must be simplified for running on mobile devices with limited hardware characteristics. In this work, we present a novel Image-Based Rendering technique for low-cost virtual reality. We have conducted a performance evaluation of three mobile devices with different hardware characteristics. Results show that our technique represents high-visual quality virtual environments with considerably better performance compared to traditional rendering solutions.Workshop: WCGIV – Computación Gráfica, Imágenes y VisualizaciónRed de Universidades con Carreras en Informátic

    Prediction-based Prefetching for Remote Rendering Streaming in Mobile Virtual Environments

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    Image-Based Walkthrough over Internet on Mobile Devices

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    Real-time rendering of complex 3D scene on mobile devices is a challenging task. The main reason is that mobile devices have limited computational capabilities and are lack of powerful 3D graphics hardware support. In this paper, we propose an Image-Based Rendering (IBR) system for mobile devices to visualize real-world or synthetic scenes in network environment. Our system uses server for computing the required image segments of pre-captured panoramic video, and transmitting them to client. After receiving data, mobile client carries out rendering using simple image warping. The rendering process needs less computational power and is insensitive to the scene's complexity. A rate-control scheme is designed for e#cient use of network bandwidth for handling network congestion. Pre-fetching and cache management are also considered on client and server sides for e#cient memory use and reducing transmission request. With this client-server architecture and local rendering scheme, interactive exploration of 3D scene on mobile devices becomes possible. Experimental results show that our system can achieve acceptable rendering speed on common mobile devices

    An Architecture For Rendering Web 3d Virtual Environments On Computers With Limited Graphic Processing Power [uma Arquitetura Para Renderização De Ambientes Virtuais 3d Na Web Em Computadores Com Capacidade De Processamento Gráfico Limitada]

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    This paper presents an architecture for 3D virtual environment rendering on the Web applied to computers with limited capacity for graphics processing, which do not have a GPU for rendering the virtual environment. 3D rendering of the scene is done remotely, on demand, and employs 3D warping technique for generating views locally in the client. Thus, the client is able to render new views while waiting for data requested to the server or even when there are problems in the transmission or receiving delay. The proposed architecture allows the virtual environment rendering using residual images, which make the data transmission between client and server more efficient since less information is sent when compared to complete frames rendered from the 3D model. A method for taking advantage of the residual images received by clients is proposed and implemented, improving the quality of the resulting views instead of being discarded. 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