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@@ -15,7 +15,7 @@ Geometry data is transmitted as OBJ files which is the worst possible format for
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Being able to support multi resolution geometry would be even better, and even if performing multi resolution on a large and heterogeneous scene just like ours is difficult, we have no doubt that semantic information can help this task.
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\subsection{Performance optimization}
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Performance has already been discussed in Chapter~\ref{d3i}.
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Performance has already been discussed in Chapter~\ref{d3}.
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However, in this work, we never tried to remove data from the media engine when it is no longer useful.
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This means that on a really large scene, performance is bound to become damaged due to the growing amount of data to render, and the saturation of memory.
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For our system to be able to support such scenes, it needs to unload data.
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