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@ -830,3 +830,22 @@
year={2008}, year={2008},
organization={ACM} organization={ACM}
} }
@inproceedings{demir2016proceduralization,
title={Proceduralization for editing 3d architectural models},
author={Demir, Ilke and Aliaga, Daniel G and Benes, Bedrich},
booktitle={2016 Fourth International Conference on 3D Vision (3DV)},
pages={194--202},
year={2016},
organization={IEEE}
}
@article{demir2018guided,
title={Guided proceduralization: Optimizing geometry processing and grammar extraction for architectural models},
author={Demir, Ilke and Aliaga, Daniel G},
journal={Computers \& Graphics},
volume={74},
pages={257--267},
year={2018},
publisher={Elsevier}
}

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@ -13,11 +13,14 @@ In order to account for semantic besides partitioning, we could also adapt the u
\subsection{Compression / multi resolution for geometry} \subsection{Compression / multi resolution for geometry}
In this thesis, we considered different resolutions for textures, but we have not investigated geometry compression nor multi-resolution. In this thesis, we considered different resolutions for textures, but we have not investigated geometry compression nor multi-resolution.
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. 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. 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 a few work have considered multi-resolution 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. Once again, semantic information could be a great help in this regard.
% we have no doubt that semantic information can help this task. 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.
\subsection{Performance optimization} \subsection{Performance optimization}
Performance has already been discussed in Chapter~\ref{d3}. Performance has already been discussed in Chapter~\ref{d3}.