a multiresolution object space point-based rendering approach for mobile devices
The limitation of resource on mobile devices makes providing real-time, realistic 3D graphics on local become a challenging task. Recent researches focus on remote rendering which is not good in interaction, and simple rendering on local which is not good in rendering quality. As for this challenge, this paper presents a new multiresolution object space point-based rendering approach for mobile devices local rendering. The approach use hierarchical clustering to create a hierarchy of bounding volumes, in addition, we use curvature sampling to reduce more amounts of sample points and give a rapid LOD selection algorithm. Then use view-independent object space surface splatting as the rendering primitives which can provide good rendering quality. Experiment results show that this approach uses less time and gets better rendering quality for mobile devices.
point-based rendering mobile devices lod selection splatting point data simplification