24 lines
2.0 KiB
TeX
24 lines
2.0 KiB
TeX
\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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\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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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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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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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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The utility measures that we described in Section~\ref{d3:utility} seem to be a good candidate to determine what to unload.
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We could watch 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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