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UbiWave: A Novel Energy-Efficient End-to-End Solution for Mobile 3D Graphics

UbiWave: A Novel Energy-Efficient End-to-End Solution for Mobile 3D Graphics
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Author(s): Fan Wu (Tuskegee University, USA), Emmanuel Agu (Worcester Polytechnic Institute, USA), Clifford Lindsay (Worcester Polytechnic Institute, USA)and Chung-han Chen (Tuskegee University, USA)
Copyright: 2010
Pages: 56
Source title: Handheld Computing for Mobile Commerce: Applications, Concepts and Technologies
Source Author(s)/Editor(s): Wen-Chen Hu (University of North Dakota, USA)and Yanjun Zuo (University of North Dakota, USA)
DOI: 10.4018/978-1-61520-761-9.ch008

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Abstract

Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material re?ectance and other graphics elements mean that very high resolution inputs are accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simpli?ed before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy ef?cient on a mobile device. This chapter focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simpli?cation, transmission, and resource ef?cient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-ef?cient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-ef?cient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively.

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