Abstract

Large meshes or images cannot be rendered at full resolution on mobile devices such as cell phones, PDAs and laptops since these devices have limited storage, CPU, memory, display, and battery power. Wavelet-based multiresolution analysis can represent meshes and graphics input at multiple Levels of Detail (LODs). We propose UbiWave, a wavelet-based framework for scalable transmission of large meshes and graphics content to heterogeneous ubiquitous computing devices. In UbiWave, a base representation and different levels of wavelet coefficients are pre-generated at the server. An optimal LOD level is transmitted to each mobile client based on its spacification and wireless channel conditions, where the corresponding LOD is reconstructed. 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). By rendering content at the PoI instead of the highest resolution, we are able save 61% decode time and 45% energy usage on the client

Highlights

  • Advances in ubiquitous displays and wireless communications has fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D repair manuals, security monitoring systems, 3D maps, telesurgery and mobile games

  • Current trends in using cameras to capture geometry, material reflectance and other graphics elements means that very high resolution inputs is accessible to render extremely photorealistic scenes

  • While our complete server decision heuristic is based on multiple factors, we currently use the Point of Indiscernability (PoI) metric described above, which tries to select the lowest acceptable LOD for any given mobile device based on its screen size

Read more

Summary

INTRODUCTION

Advances in ubiquitous displays and wireless communications has fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D repair manuals, security monitoring systems, 3D maps, telesurgery and mobile games. We propose UbiWave, an end-to-end framework for scalable rendering of graphics content on heterogeneous ubiquitous computing devices. We can render graphics content at scales suitable for tiny devices as small as cell phones and headmounted displays, or as large as large tiled displays. In UbiWave, our philosophy is to save scarce resources by rendering at the lowest resolution that does not show visual artifacts, called the Point of Indiscernability (PoI).

BACKGROUND
UBIWAVE
UbiWave System Prototype
PERFORMANCE EVALUATION
SERVER HEURISTIC FOR SAVING MOBILE RESOURCES
RELATED WORK
Findings
CONCLUSION AND FUTURE WORK
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.