36 lines
3.3 KiB
TeX
36 lines
3.3 KiB
TeX
\section{Future work}
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Successfully adapting the DASH framework to 3D content is a significant step that naturally opens many exciting perspectives.
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In this section, we shall detail three major perspectives for future work.
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\subsection{Semantic information}
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In this thesis, no attention has been given to semantic.
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Our content preparation considers only spatial information both for 3D content and clients so our adaptation sets and segments may separate data that could be grouped semantically.
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Having semantic information could help us derive a better structure for our content: we know for example that displaying half a building will lead to low quality of experience.
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In order to account for semantic besides partitioning, we could also adapt the utilities we have been defining for our segments: some semantically significant data can be considered as more important than other by taking it into account in our utilities.
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\subsection{Compression / multi-resolution for geometry}
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In this thesis, we considered different resolutions for textures, but we have not investigated geometry compression nor multi-resolution.
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Geometry data is transmitted as OBJ files (mostly consisting in ASCII encoded numbers), which is terrible for transmission.
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Compression would reduce the size of the geometry files, thus increasing the quality of experience.
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Supporting multi-resolution geometry would improve it even more, even if performing multi-resolution on a large and heterogeneous scene is difficult.
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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.
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Once again, semantic information could be a great help in this regard.
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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.
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Compressing cities through this process can greatly increase the quality of service of our framework.
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\subsection{Performance optimization}
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Performance has already been discussed in Chapter~\ref{d3}.
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However in this thesis, we have for example never discussed removing 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 GPU memory.
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In order for a client (even more a mobile client) to be able to support such scenes, it is necessary to implement a mechanism to periodically free the memory.
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The utility measures that we described in Section~\ref{d3:utility} are good candidates to determine what to unload.
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We could estimate the performance of our system by measuring variables such as memory used or framerate and use those values to discard data with low enough utility.
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Finally, this thesis has proposed a first, but ambitious, complete development of a DASH-3D framework, providing a scalable, efficient, streaming for textured meshes.
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This framework can be directly used to adapt to semantic or compressed geometry.
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As the client, especially for mobile clients, special attention is needed for handling locally the large amount of received data for a controlled framerate.
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