2006
DOI: 10.1007/s00371-006-0036-0
|View full text |Cite
|
Sign up to set email alerts
|

Platform independent optimisation of multi-resolution 3D content to enable universal media access

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
8
0

Year Published

2009
2009
2020
2020

Publication Types

Select...
4
2

Relationship

1
5

Authors

Journals

citations
Cited by 16 publications
(8 citation statements)
references
References 33 publications
0
8
0
Order By: Relevance
“…This does not include complex rendering stages. Therefore, the aim of majority of the previous works (Preda et al, 2008; Rosenbaum et al, 2011; K. Tack et al, 2006; Nicolaas Tack et al, 2005) has been to only increase geometry tessellation, which may result in artifacts such as visual distortions caused by continuous changes from high resolution mesh to low resolution mesh, missing frames due to overhead of subdivision or LOD selection during the execution.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…This does not include complex rendering stages. Therefore, the aim of majority of the previous works (Preda et al, 2008; Rosenbaum et al, 2011; K. Tack et al, 2006; Nicolaas Tack et al, 2005) has been to only increase geometry tessellation, which may result in artifacts such as visual distortions caused by continuous changes from high resolution mesh to low resolution mesh, missing frames due to overhead of subdivision or LOD selection during the execution.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The assumption is that the computational resources, especially on the CPU side, are available for online processing. In addition, meshes are static and do not have interactivity (Gobbetti & Bouvier, 2000; K. Tack et al, 2006).…”
Section: Literature Reviewmentioning
confidence: 99%
“…In [1], an approach to multi-platform visualization of 2D and 3D tourist information has been discussed. In [38], an approach to adaptation of 3D content complexity with respect to the available resources has been proposed. In [17], an approach to building multi-platform virtual museum exhibitions has been proposed.…”
Section: Adaptation Of 3d Contentmentioning
confidence: 99%
“…The rule verifying the maximal distance has been implemented using negation as failure and cut-off (like in Lines 9,12), and it is skipped in the listing. Furthermore, the simple class extender is used-for every q:ClayObject, components responsible for rotating the object after it is touched are created (according to the OWL restrictions) and assigned (37)(38)(39)(40) to an instance of the q:TouchSensor (41-45), which is activated by a q:RotatingInterpolator (46-56), which is controlled by a q:TimeSensor (57-61).…”
Section: An Example On-demand 3d Content Generationmentioning
confidence: 99%
“…Finally, a variant of the scenario concept with a much bigger number of RTSs to accommodate even more dynamic situations has been used in [Tack et al 2006] for 3D graphics applications. It considers so-called sub-scenarios that exhibit specific correlated behavior and that are characterized individually at design-time, but that are merged only at run-time.…”
Section: Other Approachesmentioning
confidence: 99%