We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire sceneis stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selectedpath in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We comparestreaming scheduling based on the user-selected path and on only the user’s current location (i.e. without path lookahead)in terms of number of loaded objects, rendering performance, and storage. The client application is implemented in Unitygame engine and we perform experiment on an Android mobile device.
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