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2019-10-03 12:03:42 +02:00
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@@ -15,7 +15,7 @@ Geometry data is transmitted as OBJ files which is the worst possible format for
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.
\subsection{Performance optimization}
Performance has already been discussed in Chapter~\ref{d3i}.
Performance has already been discussed in Chapter~\ref{d3}.
However, in this work, we never tried to remove data from the media engine when it is no longer useful.
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.
For our system to be able to support such scenes, it needs to unload data.