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| Fabrizio Lamberti, Andrea Sanna, "A Streaming-Based Solution for Remote Visualization of 3D Graphics on Mobile Devices," IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 2, pp. 247-260, March/April, 2007. | |||
| BibTex | x | ||
| @article{ 10.1109/TVCG.2007.29, author = {Fabrizio Lamberti and Andrea Sanna}, title = {A Streaming-Based Solution for Remote Visualization of 3D Graphics on Mobile Devices}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {13}, number = {2}, issn = {1077-2626}, year = {2007}, pages = {247-260}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2007.29}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - A Streaming-Based Solution for Remote Visualization of 3D Graphics on Mobile Devices IS - 2 SN - 1077-2626 SP247 EP260 EPD - 247-260 A1 - Fabrizio Lamberti, A1 - Andrea Sanna, PY - 2007 KW - Remote visualization KW - Chromium KW - MPEG KW - mobile devices KW - cluster-based rendering. VL - 13 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
Abstract—Mobile devices such as Personal Digital Assistants, Tablet PCs, and cellular phones have greatly enhanced user capability to connect to remote resources. Although a large set of applications are now available bridging the gap between desktop and mobile devices, visualization of complex 3D models is still a task hard to accomplish without specialized hardware. This paper proposes a system where a cluster of PCs, equipped with accelerated graphics cards managed by the Chromium software, is able to handle remote visualization sessions based on MPEG video streaming involving complex 3D models. The proposed framework allows mobile devices such as smart phones, Personal Digital Assistants (PDAs), and Tablet PCs to visualize objects consisting of millions of textured polygons and voxels at a frame rate of 30 fps or more depending on hardware resources at the server side and on multimedia capabilities at the client side. The server is able to concurrently manage multiple clients computing a video stream for each one; resolution and quality of each stream is tailored according to screen resolution and bandwidth of the client. The paper investigates in depth issues related to latency time, bit rate and quality of the generated stream, screen resolutions, as well as frames per second displayed.

