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This paper proposes and compares several methods for interactive volume rendering in mobile devices. This kind of devices has several restrictions and limitations both in performance and in storage capacity. The paper reviews the suitability of some existing direct volume rendering methods, and proposes a novel approach that takes advantage of the graphics(More)
Platforms based on OpenGL ES 2.0 such as mobile devices and WebGL have recently being used to render 3D volumetric models. However, the texture storage limitations of these platforms cause that only low-resolution models can be visualized. This paper describes a novel technique that overcomes these limitations and allows us to render detailed high(More)
Mobile devices such as smart phones or tablets are rapidly increasing their graphics and networking capabilities. However, real-time visualization of 3D maps is still a challenging task to accomplish on such limited devices. In this paper, we describe the principles involved in the design and development of a scalable client–server architecture for(More)
Volume rendering has been a relevant topic in scientific visualization for the last decades. However, the exploration of reasonably big volume datasets requires considerable computing power, which has limited this field to the desktop scenario. But the recent advances in mobile graphics hardware have motivated the research community to overcome these(More)
—We describe a hybrid client-server technique for remote adaptive streaming and rendering of large terrains in resource-limited mobile devices. The technique has been designed to achieve an interactive rendering performance on a mobile device connected to a low-bandwidth wireless network. The rendering workload is split between the client and the server.(More)