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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)
Computation of load flows is the most fundamental power system operation and planning problem. In large power system, nodal voltage method of network solution using admittance matrix is preferred. In order to study its parallel algorithms, which improve operation efficiency, enhancement of real-time control and timely decision support, an improved load flow(More)
  • S. Deb
  • 2012
This paper proposes the design of a novel comparator which uses a Time Division De-multiplexing (TDD) unit for binary comparison. The function of the TDD unit is to generate clock pulses in such a pattern that they can be used to trigger one of the two D flip-flops in the proposed comparator architecture, depending on - which of the two numbers being(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 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)
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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