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Terrains and other geometric models have been traditionally stored locally. Their remote access presents the characteristics that are a combination of file serving and realtime streaming like audiovisual media. This paper presents a terrain streaming system based upon a client server architecture to handle heterogeneous clients over low-bandwidth networks.(More)
The size and detail of graphics environments in everyday use has gone up considerably recently. Still, most applications use locally resident geometric content for rendering. In this paper, we present a system to stream large graphics environments from a central server to multiple number of clients. The streaming is transparent to the user who can treat(More)
The major problem in current day's scenario is the increasing power consumption and vastly decreasing energy resources, especially in developing countries like India. This calls for a dire need to properly monitor power usage and take necessary steps to optimize the usage. To achieve this goal, a proper system needs to be developed that can provide the(More)
The recent boom in computing capabilities of mobile devices has led to the introduction of Virtual Reality into the mobile ecosystem. We demonstrate a framework for the Samsung Gear VR headset that allows developers to create a totally immersive AR & VR experience with no need for interfacing with external devices or cables thereby making it a truly(More)
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Of Late, mobile devices with OpenGL ES compliant graphics(More)
The subject of occlusion culling of large 3D environments has received substantial contribution. However the major amount of research into the area has focussed on occlusion culling of static scenes using spatial partitioning. The primary aim of all these schemes is to minimize the load on the GPU by reducing the number of primitives to be rendered. We(More)
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