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[CityTiler] Tiling with textures creates many more tiles #65
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When we create textured 3DTiles from CityGML, the CItyTiler split the surfaces to be able to apply the textures. Consequently, we will have one The solutions are:
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Thanks for the precision. I agree with both solutions (that seems complementary). We could also add a third one: actually use the number of features to create a tile when tiling with textures (and not the number of surfaces) even if the features are split for texturing (this probably means keeping a list of initial objects and a link to their surfaces). I think this would make more sense with a |
With tile by tile PR, the features are split into surfaces after the kd-tree distribution. Also, the kd-tree max PR allows to choose the number of features per tile. So, we will always put n features per tile (instead of n surfaces). By default, each tile can contain 500 features (max). When creating a textured tileset, this default value is divided by 20 to reduce the size of the texture atlases. So, creating a textured tileset will still create more tiles than a non-textured tileset. The user can choose to create tiles of 500 textured features by using Work will be done to reduce the size (in memory) of textured tiles and to compress the images/geometries. |
Running the city tiler with the
--with-texture
option results in a tileset with a lot more tiles. From my tests, from 32x to 64x more tiles are generated with the--with-texture
option for the same input dataset. Do you know where this come from and if it is an intended behavior ?I think this has an impact on the tileset size and on the visualization performances.
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