diff --git a/src/conclusion/future-work.tex b/src/conclusion/future-work.tex index a134c89..016afca 100644 --- a/src/conclusion/future-work.tex +++ b/src/conclusion/future-work.tex @@ -16,7 +16,7 @@ In this thesis, we considered different resolutions for textures, but we have no Geometry data is transmitted as OBJ files (mostly consisting in ASCII encoded numbers), which is terrible for transmission. Compression would reduce the size of the geometry files, thus increasing the quality of experience. Supporting multi resolution geometry would improve it even more, even if performing multi-resolution on a large and heterogeneous scene is difficult. -To this day, only a few work have considered multi-resolution for textured geometry~\citep{maglo20153d}, and their focus has been on 3D objects. +To this day, only little attention has been given to multi-resolution compression for textured geometry~\citep{maglo20153d}, and their focus has been on 3D objects. Once again, semantic information could be a great help in this regard. Other compression schemes are also interesting for our framework: \citep{demir2016proceduralization} describes an algorithm to proceduralize architectural models, and the authors also propose a semi-automatic method in \citep{demir2018guided} to give some control to models editors. Compressing cities through this process can greatly increase the quality of service of our framework.