Abstract

In 3D building models, a large number of texture maps with different sizes increase the number of model data loading and drawing batches, which greatly reduces the drawing efficiency of the model. Therefore, this paper proposes a texture set mapping method based on vertex importance. Firstly, based on the 2D space boxing algorithm, the texture maps are merged and a series of Mipmap texture maps are generated, and then the vertex curvature, texture variability and location information of each vertex are calculated, normalized, and weighted to get the importance of each vertex, and then finally, different Mipmap-level textures are remapped according to the importance of the vertices. The experiment proves that the algorithm in this paper can reduce the amount of texture data on the one hand, and avoid the rendering pressure brought by the still large amount of data after merging on the other hand, so as to improve the rendering efficiency of the model.

Details

Title
Optimization of Texture Rendering of 3D Building Model Based on Vertex Importance
Author
Shen, Wenfei 1 ; Huo, Liang 1 ; Shen, Tao 1 ; Zhang, Miao 1 ; Li, Yucai 1 

 Beijing University of Civil Engineering and Architecture, Beijing, China; Beijing University of Civil Engineering and Architecture, Beijing, China 
Pages
371-378
Publication year
2024
Publication date
2024
Publisher
Copernicus GmbH
ISSN
16821750
e-ISSN
21949034
Source type
Conference Paper
Language of publication
English
ProQuest document ID
3066452530
Copyright
© 2024. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.