Efficient scheduling for dynamic streaming of 3D scene for mobile devices

We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming 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 Unity game engine and we perform experiment on an Android mobile device.

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