Overview
With the ever increasing capabilities of mobile GPUs, many applications formerly restricted to desktop PCs can be adapted to mobile phones. With the introduction of OpenGL ES 2.0, a fully programmable shader pipeline became available.
Goals
The goal of this thesis is the implementation of a volume rendering application on a mobile Android device. The main focus will be on the exploration of possibilities and restrictions of the OpenGL ES 2.0 API as well as the necessary optimizations to allow for real-time performance on a current high-end device.
Additional Information
The student can be provided with a Samsung Galaxy Note for the duration of this thesis if needed.
Requirements
- Experience with C++
- Experience with a Graphics API (OpenGL / DirectX) and shader programming
Desired skills and pluses
- Experience with the Android platform and the Android NDK
Supervisors
- Florian Reichl (TUM, reichlf(at)in.tum.de)

