Optimization of 3D Rendering in Mobile Devices

Computer graphics in combination with mobile devices find much use in the fields of entertainment, education and data displaying. The amount of information that is possible to provide to the user depends greatly on the optimization of graphic chain in the development of given application. The important element is simplification of the scene by removing objects that are not currently visible or degrading the complexity of the models from the distance of the observer. This paper describes implementation of the frustum culling method on the Android platform as a solution for these problems.

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