Full text: Proceedings; XXI International Congress for Photogrammetry and Remote Sensing (Part B5-2)

The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. Vol. XXXVII. Part B5. Beijing 2008 
Figue5. Comparison between primary scenes and 
simplified scenes, a) Primary terrain scenes, b) 
Simplified terrain scenes 
The second experiment is performed on a data set that model an 
area sampled ZhengZhou region in HeNan province, China. The 
whole experiment area is about 400Km 2 . Each frame contains 
about 2,000~3,000 triangles. Before simplified, the frame rate 
can not beyond 4 Fps. After simplified the scenes, the target 
frame rate equal to 8 per second (see figure 6). 
5.2 Conclusion and future work 
Rendering 3D large terrains on mobile devices is still 
considered a formidable task. This paper proposed a solution for 
3D visualization of data on mobile devices and we showed that 
interactive frame rates could be achieved with relatively large 
amount of displayed data. Around a tiling algorithm and a per 
tile multi-resolution data structure, this paper designed an 
adaptive technique to improve rendering efficiency. On the 
other hand, the approach of simplify rendering scene rely on the 
surface of terrains, so it won’t be very effective in mountain 
area. 
In the future, we will focus on the extension of our scheme and 
use a multi-resolution data structure for the progressive and 
adaptive transmission of each tile as well. In this way, the tiles 
will be loaded only when needed. Moreover, this will allow a 
faster loading of visible tiles and offer the possibility to load 
farther tiles at lowest resolution. We can see how 3D graphics 
as well as 3D visualization of data is becoming more and more 
as common on mobile devices as on desktop computers. 
REFERENCE 
Figure 6: Comparison between adaptive rendering and primary 
rendering 
Arul Asirvatbam, Hugues Hoppe, Terrain Rendering Using 
GPU-Based Geometry Clipmaps. PP. 27-45 
Frank Losasso, Hugues Hoppe, Geometry Climaps: Terrain 
Rendering Using Nested Regular Grids. 
Joachim Pouderoux, Jean-Eudes Marvie, Adaptive Streaming 
and Rendering of Large Terrains using Strip Masks 
Jungwon Yoon, Jeha Ryu, A Novel Navigation Algorthm for 
Locomotion Interfaces with Programmable platforms 
Ming Fan, Min Tang, 2003. A Review of Real-time Terrain 
Rendering Techniques, The 8th International Conference on 
Computer Supported Cooperative Work in Design Proceedings, 
pp. 685-691 
Miran Mosmondor, Hrvoje Komericki, Igor S. Pandzic., 2006. 
3D Visualization on mobile devices. Telecommun Syst,32, pp. 
181-191. 
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