![]() 2009) with secondary growth and a tree-like habit (Hallé et al. It is a monocot from Asparagaceae (subfamily Nolinoidae, Chase et al. ![]() 1998) endemic to a few Atlantic Ocean archipelagos and North Africa (Cabrera Pérez 1999). The dragon tree, Dracaena draco, is a relic of an ancient, Mio-Pliocene Southern Tethys flora (Marrero et al. draco tree tilting and progressive loss of balance. An asymmetrical crown and the absence of reaction wood may cause the D. In full and in overhead sun, it had a regular form but asymmetrical in unidirectional, oblique sunlight. draco tree exhibited strong phototropic response and its crown was organized by the direction of growing tips. ![]() Their branches also had shorter or longer growth and flowering cycles depending on sunlight availability. In full sun, they grow shorter trunks than those in shade, catching overhead sun. Our trees of the same origin, growing for 20 years in the garden in varying sunlight conditions, started to flower when 9–12, 16 and 18–19 years old, for those growing in full sun, part shade and shade, respectively. What controls their length has been unknown before. The cycles, as well as the tree growth form, are under genetic control. Abstractĭracaena draco, a tree-like monocot, lives in cycles of vegetative growth and flowering. ![]() Unidirectional light deforms the tree and may cause it to tilt. When performing dequantization in the GPU with the previously mentioned New York City 3D tileset, there is a 52% savings in memory used by the GPU with no difference in file size, no differences in visual quality, and no impact on total tileset loading time as compared to decoding entirely with the Draco decoding module.Sunlight is a key environmental factor in growth, flowering and shaping of the Dracaena draco tree. This results in a smaller memory footprint, both in the main application thread running on the CPU and in parallel on the GPU. The smaller decoded data can be passed to the GPU where the dequantization or oct-decoding operations are performed in the shader when rendering. When decoding on the GPU, we skip the quantization or octahedron transform operation in the Draco decoder module and instead retrieve and store any transformation constants. Additionally for attributes that are unit vectors such as normals, we can decode as oct-encoded data. Vertex attributes that are usually stored as 32-bit floating point numbers, such as position attribute data, can be decoded as quantized 16-bit integer values. Dequantization on the GPUĬesium also decodes some attributes on the GPU, decoding outside of the main thread and using less memory. When supported by the browser, we load and compile the decoding module Web Assembly binary and share it across multiple workers, further increasing the speed of decompression as opposed to using a pure JavaScript solution. We can retrieve each segment of the encoded buffer and pass the data to separate workers to asynchronously decode in parallel before returning the data necessary to render the mesh to the main thread. Furthermore, each primitive (or part) of a mesh can be decoded separately for faster decoding of complex models. In the case of 3D Tiles, this means multiples tiles can be streamed and decoded simultaneously. Cesium takes advantage of Web Workers to decode multiple meshes in parallel.
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