Jarkko Vatjus-Anttila

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This paper presents a mathematical model for predicting power consumption of a mobile device when it is rendering 3D graphics. The model is based on 3D primitives (triangles, render batches, texels), and hence is hardware agnostic. With the model, a complexity of any given 3D scene can be predicted already at a production phase without access to the actual(More)
Extensible 3D virtual spaces and their services are often too heavy for a mobile device to handle. The burden caused by such services is divided between extensive amounts of content, which need to be downloaded prior to using the service, and the complexity of the graphical reproduction process (rendering). In this paper, it is shown how texture(More)
In this paper, communication architecture for a P2P-enhanced virtual environment (VE) client in a web browser is proposed. The communication architecture relies on recent and ongoing standardization efforts as well as novel research work in defining the building blocks that are required for implementing adaptive and scalable solutions for VEs. In addition,(More)
This poster describes the implementation of a mobile client, called <i>Chiru</i>, for the realXtend extensible Network Virtual Environment. The paper describes the chiru client which can cope with network connection status and failures, multiple world connections and User Interface elements based on Qt/QML. The prototype is demonstrated on a mobile tablet(More)
In this paper, we present a space-time visualization to provide city’s decision-makers the ability to analyse and uncover important “city events” in an understandable manner for city planning activities. An interactive Web mashup visualization is presented that integrates several visualization techniques to give a rapid overview of traffic data. We(More)
This paper studies extensible network virtual environments from a mobile device perspective. In this context a mobile device is a power limited device, whose battery capacity, available connection speed, graphical computing power and performance are very limited and the screen size is highly variable. As a solution to enable extensible virtual world(More)
This paper presents work done to view multiple 3D virtual worlds from a single viewer. The work introduces a change to the communication architecture and memory management of the RealXtend Tundra client viewer to support multiple logical connections. The memory management scheme is based on 'area of interests' was introduced to prevent excessive memory(More)
Virtual spaces that host hundreds or even thousands of users create enormous amounts of traffic, which usually is broadcasted to the entire environment and congests the network medium very quickly. In this paper, a novel interest management (IM) algorithm called EA is presented and evaluated. EA is based on an existing IM algorithm, called A which uses(More)
3D reconstruction of real world objects is an important content creation tool for the 3D internet. This poster shows how cheap commercial sensors can be used to reconstruct real 3D objects and import those objects within a 3D virtual world. This poster describes the implementation of a 3D content capturing processing chain using Microsoft Kinect. The(More)