Implementation of Terrain Rendering on Mobile Device
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.
[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.
[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.
@article{"International Journal of Information, Control and Computer Sciences:58052", author = "S.A.M. Isa and M.S.M. Rahim and M.D. Kasmuni and D. Daman", title = "Implementation of Terrain Rendering on Mobile Device", 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.", volume = "4", number = "4", pages = "777-6", }