Abstract: This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Abstract: Stipples are desired for pattern fillings and
transparency effects. In contrast, some graphics standards, including
OpenGL ES 1.1 and 2.0, omitted this feature. We represent details of
providing line stipples and polygon stipples, through combining
texture mapping and alpha blending functions. We start from the
OpenGL-specified stipple-related API functions. The details of
mathematical transformations are explained to get the correct texture
coordinates. Then, the overall algorithm is represented, and its
implementation results are followed. We accomplished both of line
and polygon stipples, and verified its result with conformance test
routines.
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.
Abstract: WebGL is typically used with web browsers. In this
paper, we represent a standalone WebGL execution environment,
where the original WebGL source codes show the same result to those
of WebGL-capable web browsers. This standalone environment
enables us to run WebGL programs without web browsers and/or
internet connections. Our implementation shows the same rendering
results with typical web browser outputs. This standalone environment
is suitable for low-tier devices and/or debugging purposes.