A hybrid terrain data compression method in unity for deployment on resource-limited devices
162 viewsDOI:
https://doi.org/10.54939/1859-1043.j.mst.94.2024.130-138Keywords:
Terrain data; Data compression; Unity; Resource-limited devices.Abstract
With geographic information systems in general and simulation systems in particular, terrain data takes up most of the hard drive space and is often deployed on data servers. The higher the resolution of the terrain data, the more detailed it is, the larger the space occupied on the hard drive. If terrain data needs to be deployed offline on resource-limited devices such as minicomputers, it will face many difficulties due to hard drive space limitations. Terrain data compression is a solution that reduces terrain capacity to overcome that problem. This article presents an efficient hybrid approach based on Brotli and LZ4 compression algorithms to compress terrain data for deployment on resource-limited devices. Experimental results show that the proposed method significantly reduces the volume of terrain data compared to using each component algorithm independently while still ensuring quality.
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