Implementation of Terrain Rendering on Mobile Device
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32799
Implementation of Terrain Rendering on Mobile Device

Authors: S.A.M. Isa, M.S.M. Rahim, M.D. Kasmuni, D. Daman

Abstract:

Recently, there are significant improvements in the capabilities of mobile devices; rendering large terrain is tedious because of the constraint in resources of mobile devices. This paper focuses on the implementation of terrain rendering on mobile device to observe some issues and current constraints occurred. Experiments are performed using two datasets with results based on rendering speed and appearance to ascertain both the issues and constraints. The result shows a downfall of frame rate performance because of the increase of triangles. Since the resolution between computer and mobile device is different, the terrain surface on mobile device looks more unrealistic compared to on a computer. Thus, more attention in the development of terrain rendering on mobile devices is required. The problems highlighted in this paper will be the focus of future research and will be a great importance for 3D visualization on mobile device.

Keywords: Mobile Device, Mobile Rendering, OpenGL ES, Terrain Rendering.

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1071906

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1767

References:


[1] D. Luebke, M. Reddy , J. D. Cohen, A. Varshney, B. Watson, and R. Huebner, "Level of Detail for 3D Graphics Morgan Kaufmann Publishers", San Francisco, USA, 2003.
[2] F. Chehimi, P. Coulton, R. Edwards, "Evolution of 3-D games on mobile phones", proceedings of the IEEE Fourth International Conference on Mobile Business, Sydney, Australia, 11-13 July 2005
[3] F. Chehimi, P. Coulton, R. Edwards, "Advances in 3D graphics for Smartphones". In: Proceedings of international conference on information and communication technologies: from theory to applications, Damascus, Syria, 24-28, April 2006.
[4] P. Joachim and M. Jean-Eudes, "Adaptive Streaming and Rendering of Large Terrains using Strip Masks", in Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia Dunedin, New Zealand: ACM, 2005.
[5] J. Wen, B. Zhu, and F. Wang, "Real-Time Rendering of Large Terrain on Mobile Device", in The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. vol. XXXVII. Part B5. Beijing 2008.
[6] D. Marshall, D. Delaney, S. C. McLoone, and T. Ward., "Representing random terrain on resource limited devices". In CGAIDE 2004 Int. Conf. Computer Games: Artificial Intelligence, Design and Education, 2004.
[7] The Khronos Group, www.khronos.org/ , Last accessed Jan 25, 2010.
[8] D. Astle, D. Durnil "OpenGL ES game development", Thomson Course Technology, ISBN: 1592003702, 2004.
[9] Mohd Rahim, M. S., Mohamed Shariff, A. R., Mansor, S., Mahmud, A. R., & Daman, D. (2007). A Spatiotemporal Database Prototype for Managing Volumetric Surface Movement Data in Virtual GIS. In Computational Science and Its Applications - ICCSA 2007 (pp. 128- 139): Springer.