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CHAPTER 5 CONCLUSIONS AND FUTURE WORKS
5.1 A summary
We have described an overlapped file I/O mechanism, cache management, and
ray-casting method that enable pre-fetching in order to have a smooth navigation in
massive interactive 3D environment, which players can traverse in from section to
section without waiting for loading. First of all, we loaded the original section files to
recovery the 3D scene. Secondly, we have proposed a ray-casting approach as well as
auxiliary plane meshes to detect which sections we can see in each section.
Furthermore, we recorded the information in order to append directives to each
original section files. During runtime, these directives guide the pre-fetching without
other heavy computation and players experience that a whole massive 3D scene has
been loaded into memory. Finally, we take advantage of overlapped I/O and cache
management to accelerate loading rate of section files.
5.2 Future works 5.2.1 3D scene tools
In our implementation, we make an assumption that all section files are created
by 3D scene tools. In other words, we have not implemented the 3D scene tools and
the current format of section files is temporary. For automation, we shall develop the
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