The implementation of modern technologies in portable
devices, allow us to provide users with high quality 3D
graphics via web. The techniques we can use to deliver the
graphics depend on the QoS we need to achieve, and the
targeted operating system. Thus, in this paper we attempted to
evaluate some basic techniques that require only an HTML5
enabled browser. The techniques differ on the transmission
signaling (Ajax or WebSockets) and on the location of the
rendering procedure (client or server sided). We used a custom
Android application and the Timeline panel (a tool provided by
Google Chrome) to compare energy, latency and resources
consumption by each technique. The analysis of measurements
proved that using WebSockets as the means to communicate
with the remote renderer, can reduce energy consumption but
significantly drop the QoE in devices with slow CPU. On the
other hand, local rendering using X3D graphics consumes
medium energy resources but requires more memory compared
to Ajax and WebSockets. Nowadays, HTML5 and CSS3
provide the developers with the ability to detect the type of the
client’s device. Ideally, using this input, an application could
enable the graphics display technique that better fits an
execution instance