Thierry's fix
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@@ -5,7 +5,7 @@ In this thesis, we have presented three main contributions.
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\paragraph{}
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First, we set up a basic system allowing 3D navigation and 3D content streaming.
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We developped a navigation aid in the form of 3D bookmarks, and we conducted a user study to analyse its impact on navigation and streaming.
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On one hand, we concluded that navigation aid help people navigating in a scene, they can perform tasks faster and more easily.
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On one hand, we concluded that navigation aid helps people navigating in a scene, they can perform tasks faster and more easily.
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On the other hand, we showed that this help in 3D navigation comes at the cost of a negative impact for the quality of service: since users navigate faster, they require more data to perform in the same way.
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However, we also showed that this cost is not a fatality\todo{not sure of that sentence, we could also say \emph{is not inevitable}}.
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Due to the prior knowledge we have about bookmarks, we are able to precompute data offline that we are then able to use when users click on bookmarks to improve the quality of service.
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@@ -1,17 +1,17 @@
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\fresh{}
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\section{Future work}
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After all this, there is still plenty of avenues for improving our streaming system.
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After all this, we have three major perspectives for future work.
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\subsection{Semantic information}
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In all of this work, no attention has been paid towards semantic.
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Our content preparation does not take anything like that into account, and our adaptation sets and segments surely will cut data that could be grouped semantically.
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Having semantic support can help us have a better structure for our content: we know that displaying half a building will lead to low quality of experience.
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Having semantic support can help us having a better structure for our content: we know that displaying half a building will lead to low quality of experience.
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Moreover, semantic data could also change the utilities we have been defining for our segments: some data can be marked as more important than other and this can be taken into account in our utilities.
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\subsection{Compression / multi resolution for geometry}
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In all of this work, no attention has been paid towards geometry compression or multi-resolution.
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Geometry data is transmitted as OBJ files which is the worst possible format for transmission, and compression could drastically increase the quality of experience.
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Geometry data is transmitted as OBJ files which mostly consist in ASCII encoded numbers, which is terrible for transmission, and compression could drastically increase the quality of experience.
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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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