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Mobile volume rendering: past, present and future
Noguera J., Jimenez J. IEEE Transactions on Visualization and Computer Graphics22 (2):1164-1178,2016.Type:Article
Date Reviewed: Jul 15 2016

In computer graphics, volume rendering is a set of techniques to display, typically on a computer screen, a 2D projection from a set of discretely sampled data obtained typically from a 3D scalar field. Volume rendering is computationally expensive and usually is implemented in desktop computers. However, in recent years advances in mobile hardware have made mobile volume rendering an active area of research.

This paper presents a survey of present and future work in the mobile volume rendering area. The paper can be divided into three parts: challenges, current proposals, and research agenda. Among the challenges are the limited computing power of mobile hardware, the dependence on the network because mobile devices are not always connected, and lack of usability due to the small screen and keyboard sizes.

In the second part, current proposals are reviewed. First, papers published about mobile volume rendering are classified with respect to the place where the rendering work is done: on the client (that is, the mobile device), on a server, or both the client and server (if the task is shared between them in some way). Then, a second classification, this time regarding the field of application, is presented. Here, the authors consider that most papers fall into one of the following three fields: visualization, support in the clinical workflow, or mobile learning. In the rest of this part, there is a review of the main volume rendering techniques, issues of volume management (an interesting problem due to lack of memory on mobile devices), and the main approaches used in the design of user interfaces.

The third part focuses on challenges and future possibilities of mobile volume rendering. The paper considers that if the industry maintains current growth, then it is possible that in about ten years mobile hardware will have the capabilities of a current mid-price desktop computer and thus mobile applications will be capable of rendering in real time without a server. However, limitations such as size and dependence on batteries will likely remain. Regarding the administration of large volumes, three promising approaches are discussed: multiresolution rendering using different levels of detail, data compression, and storing volumes in the cloud. Finally, there is a discussion about how scientific fields, like physics, will benefit from mobile volume rendering.

In conclusion, the accessible language employed by the authors makes this paper of interest not only to those engaged in computer graphics, but to anyone interested in an overview of the field.

Reviewer:  Hector Antonio Villa-Martinez Review #: CR144593 (1612-0923)
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Computer Graphics (I.3 )
 
 
Cloud Computing (C.2.4 ... )
 
 
Data Compaction And Compression (E.4 ... )
 
 
Graphics Processors (I.3.1 ... )
 
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