568 Hits in 3.5 sec

Coarse-grained multiresolution structures for mobile exploration of gigantic surface models

Marcos Balsa Rodríguez, Enrico Gobbetti, Fabio Marton, Alex Tinti
2013 SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications on - SA '13  
Abstract We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D surfaces on web environments and common handheld devices.  ...  Our methods are based on compressed streamable coarse-grained multiresolution structures.  ...  We thank Fabio Ganovelli and Marco Di Benedetto from ISTI-CNR for their important contribution in the implementation of the AQP approach.  ... 
doi:10.1145/2543651.2543669 dblp:conf/siggraph/RodriguezGMT13 fatcat:xjqvzc6vkzet5jvewpfd2mc6iy


Marcos Balsa Rodríguez, Marco Agus, Fabio Marton, Enrico Gobbetti
2014 Proceedings of the Nineteenth International ACM Conference on 3D Web Technologies - Web3D '14  
The system integrates a networked architecture for adaptive on-device rendering of multiresolution surfaces with a simple and effective interactive camera controller customized for touchenabled mobile  ...  Abstract We present HuMoRS, a networked 3D graphics system for interactively streaming and exploring massive 3D mesh models on mobile devices.  ...  In our system we employ a general multiresolution structure based upon tetrahedral space partitioning specifically tailored for mobile devices [Balsa Rodriguez et al. 2013 ].  ... 
doi:10.1145/2628588.2628593 dblp:conf/vrml/RodriguezAMG14 fatcat:vnwceixdyrgqlkcuwnun6uusta

Compression-domain seamless multiresolution visualization of gigantic triangle meshes on mobile devices

Marcos Balsa Rodríguez, Enrico Gobbetti, Fabio Marton, Alex Tinti
2013 Proceedings of the 18th International Conference on 3D Web Technology - Web3D '13  
We present a software architecture for distributing and rendering gigantic 3D triangle meshes on common handheld devices.  ...  Our approach copes with strong bandwidth and hardware capabilities limitations in terms with a compression-domain adaptive multiresolution rendering approach.  ...  We propose, instead, a general multiresolution structure based upon tetrahedral space partitioning specifically tailored for mobile devices.  ... 
doi:10.1145/2466533.2466541 dblp:conf/vrml/RodriguezGMT13 fatcat:oj4x2sl4xzghhicwflziejjjgu

Digital Mont'e Prama: 3D Cultural Heritage presentations in museums and anywhere

Marcos Balsa Rodriguez, Marco Agus, Fabio Bettio, Fabio Marton, Enrico Gobbetti
2015 2015 Digital Heritage  
The architecture is based on scalable components for efficient distribution and adaptive rendering of extremely detailed surface meshes, as well as a simple and effective interactive camera controller  ...  Furthermore, a thumbnail-based point-of-interest selector enable users to explore 3D views with information presented as 2D overlays decorating the 3D scene.  ...  Our system is based on a touch interface for the exploration of highly detailed 3D objects using a multiresolution framework for interactive rendering and networked components for streaming the required  ... 
doi:10.1109/digitalheritage.2015.7419573 dblp:conf/dh/RodriguezABMG15 fatcat:fiqpn2r7yrbatjarwvma257ypm

Multiresolution Graphics on Ubiquitous Displays using Wavelets

Fan Wu, Emmanuel Agu, Matthew Ward
2006 International Journal of Virtual Reality  
We propose UbiWave, a wavelet-based framework for scalable transmission of large meshes and graphics content to heterogeneous ubiquitous computing devices.  ...  To save scarce resources on mobile devices, we render graphics content at the lowest LOD that does not show visual artifacts, called the point of indiscernability (PoI).  ...  For instance, the geometry of rendered objects and the quality of shading of a mobile flight simulator could be gracefully degraded as the device's battery dies.  ... 
doi:10.20870/ijvr.2006.5.3.2693 fatcat:qfi3x2otm5agfn6j2ib2fg4sgu

Interactive Exploration of Gigantic Point Clouds on Mobile Devices [article]

Marcos Balsa Rodriguez, Enrico Gobbetti, Fabio Marton, Ruggero Pintus, Giovanni Pintore, Alex Tinti
2012 VAST: International Symposium on Virtual Reality  
In this paper, we present a scalable architecture and its implementation for mobile exploration of large point clouds, which are nowadays ubiquitous in the cultural heritage domain thanks to the increased  ...  The quality and performance of our approach is demonstrated on gigantic point clouds, interactively explored on Apple iPad and iPhone devices using in variety of network settings.  ...  We thank Luca Pireddu for helpful comments and suggestions.  ... 
doi:10.2312/vast/vast12/057-064 fatcat:efqsjx3virg7flqat2ruk2fupy

From 2D Images to 3D Tangible Models: Autostereoscopic and Haptic Visualization of Martian Rocks in Virtual Environments

Cagatay Basdogan
2007 Presence - Teleoperators and Virtual Environments  
table and a haptic device for providing touch feedback.  ...  To test the practical utility of our approach, we first captured a sequence of stereo images of a rock surface from various viewpoints in JPL MarsYard using a mobile cart and then performed a series of  ...  Stephen Kupiec (POC) contributed to the development of rendering code for the autostereoscopic visualization.  ... 
doi:10.1162/pres.16.1.1 fatcat:6ajbh246lzeezld4ck4pe5kdne

Interactive Illustrative Rendering on Mobile Devices

Jingshu Huang, Brian Bue, Avin Pattath, David S. Ebert, Krystal M. Thomas
2007 IEEE Computer Graphics and Applications  
In this paper, we discuss adaptations of different illustration techniques for rendering 3D models directly on mobile devices for education and training purposes.  ...  An interactive mobile graphical and textual rendering system with a toolkit of different illustration modes has been implemented.  ...  ACKNOWLEDGEMENTS We would like to thank Boeing Company for generously providing us with a nice Boeing 777 dataset and Matthias Deller of German Research Center for Artificial Intelligence for supplying  ... 
doi:10.1109/mcg.2007.63 pmid:17523362 fatcat:h4esjobi6vgjxcdrbpcivz6l2u

Digital Mont'e Prama

Marcos Balsa Rodríguez, Marco Agus, Fabio Bettio, Fabio Marton, Enrico Gobbetti
2016 ACM Journal on Computing and Cultural Heritage  
The main components of the system are: -a framework for interactive exploration of massive highly detailed 3D models of sculptures, adapted for rendering on various scale display, ranging from mobile systems  ...  The system enables ubiquitous distribution and visualization on mobile devices, as well as large scale screen projection-based visualization in museum setups.  ...  SYSTEM COMPONENTS Our system is based on a touch interface for the exploration of highly detailed 3D objects using a multiresolution framework for interactive rendering and networked components for streaming  ... 
doi:10.1145/2915919 fatcat:bc75ipdiyfeddkjyycfts4d6j4

A Fast $O(N)$ Multiresolution Polygonal Approximation Algorithm for GPS Trajectory Simplification

Minjie Chen, Mantao Xu, P. Franti
2012 IEEE Transactions on Image Processing  
However, these mobile phones with built-in GPS devices usually record far more data than needed, which brings about both heavy data storage and a computationally expensive burden in the rendering process  ...  for a Web browser.  ...  Hautamäki for the useful discussion during this paper.  ... 
doi:10.1109/tip.2012.2186146 pmid:22311861 fatcat:llz2xzliwbf7fd5rxua3yah34a

Surfel Octrees: A New Scheme for Interactive Inspection of Anatomy Atlases in Client-Server Applications [article]

Jordi Surinyac, Pere Brunet
2015 Spanish Computer Graphics Conference  
In this paper, we present an efficient data model for segmented volume models based on a hierarchical data structure of surfels per anatomical structure.  ...  After presenting the octree generation and interaction algorithms, we present several examples and discuss the interest of the proposed approach in low-end devices such as mobiles and tablets.  ...  Moser and Weikpof [MW08] introduced an interactive technique for volume rendering on mobile devices that adopts the 2D texture slicing approach. Noguera et al.  ... 
doi:10.2312/ceig.20151201 dblp:conf/ceig/SurinyacB15 fatcat:ujqtexnrerd37nf26tqv5365ga


Giovanni Pintore, Enrico Gobbetti, Fabio Ganovelli, Paolo Brivio
2012 Proceedings of the 17th International Conference on 3D Web Technology - Web3D '12  
Taking into account these constraints, we propose a mixel object-based/image-based system, which enhances the current state-of-the-art by exploiting a multi-resolution representation for the 3D model and  ...  We report on the 3DNSITE system, a web-based client-server 3D visualization tool for streaming and visualizing large tridimensional hybrid data (georeferenced point clouds and photographs with associated  ...  Using a compression scheme means trading some loading speed for storage space and bandwidth. 3D data blocks are stored remotely already in the form of Vertex Buffer Objects (VBOs).  ... 
doi:10.1145/2338714.2338723 dblp:conf/vrml/PintoreGGB12 fatcat:ghj2qen7fjb7lkimnkyl2xon5y

Non-Photorealistic Animation for Immersive Storytelling

Cassidy J. Curtis, Kevin Dart, Theresa Latzko, John Kahrs
2019 ACM/Eurographics Expressive Symposium  
We introduce two new real-time rendering techniques: MetaTexture, an example-based multiresolution texturing method that adheres to the movement of 3D geometry while maintaining a consistent level of screen-space  ...  Immersive media such as virtual and augmented reality pose some interesting new challenges for non-photorealistic animation: we must not only balance the screen-space rules of a 2D visual style against  ...  Eisenmann for their unwavering leadership, Céline Desrumaux and Jasmin Lai for their inspiring production design, Josiah Larson for sweating the details, Tim J.  ... 
doi:10.2312/exp.20191071 dblp:conf/expressive/CurtisDLK19 fatcat:zvd5ndv6gba4nd25zrrovqzy74

Data compression for measured heterogeneous subsurface scattering via scattering profile blending

Tatsuya Yatagawa, Hideki Todo, Yasushi Yamaguchi, Shigeo Morishima
2019 The Visual Computer  
The large amount of data restricts the use of the data on memory-limited devices such as video game consoles and mobile phones.  ...  only a few base materials.  ...  creativecomm, which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a  ... 
doi:10.1007/s00371-018-01626-x fatcat:c4y4qarnl5e4bgdpla54rnghta


M. Christen
2016 ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences  
This paper presents an approach for processing, caching and serving massive geospatial data in a cloud-based environment for large scale, out-of-core, highly scalable 3D scene rendering on a web based  ...  on mobile devices.  ...  To support clients with lower graphics capabilities, such as mobile devices, an image-based provisioning approach is used.  ... 
doi:10.5194/isprs-annals-iii-3-401-2016 fatcat:4atjc3qhrnhmxbzefg2b5xn5ey
« Previous Showing results 1 — 15 out of 568 results