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. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the input 3D model and to arrange mesh fragments at different resolution. We create compact GPU-friendly representations of these fragments by constructing cache-coherent strips that index locally quantized vertex data, exploiting the bounding tetrahedron for creating local barycentic parametrization of the geometry. For the first time, this approach supports local quantization in a fully adaptive seamless 3D mesh structure. For web distribution, further compression is obtained by exploiting local data coherence for entropy coding. At run-time, mobile viewer applications adaptively refine a local multiresolution model maintained in a GPU by asynchronously loading from a web server the required fragments. CPU and GPU cooperate for decompression, and a shaded rendering of colored meshes is performed at interactive speed directly from an intermediate compact representation using only 8bytes/vertex, therefore coping with both memory and bandwidth limitations.The quality and performance of the approach is demonstrated with the interactive exploration of gigatriangle-sized models on common mobile platforms.
Da pagina a pagina:99-107
Titolo della pubblicazione:Web3D '13 Proceedings of the 18th International Conference on 3D Web Technology
Keywords:multiresolution visualization; mobile devices; mobile graphics; massive models; compressed streaming
EEN-CORDIS:ELETTRONICA, INFORMATICA E TELECOMUNICAZIONI::Telecomunicazioni, reti::Telefonia mobile; ELETTRONICA, INFORMATICA E TELECOMUNICAZIONI::Multimedia::Visualizzazione, realtà virtuale