Texture Optimization Methodology for 3D Building Based on Super Face
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Graphical Abstract
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Abstract
Scattered textures in 3D model building have added a huge computational cost to the process of real-time rendering.This thesis proposes a texture optimization methodology for 3D building models based on super face. The approach firstly deconstructs the surface geometric characteristics of a 3D model,and then obtains a set of adjacent triangles whose normals are nearly consistent;using seeded region growing,then projects the set of triangles onto the largest projection plan and extracts the boundary to get the super faces. Finally,in order to achieve texture layout optimization and improve the utilization of texture space,it renders the scattered textures corresponding to the super faces into one texture through the optimization insert algorithm. The results show the approach can process three-dimensional building models correctly,significantly reducing the number of textures and the storage space required while maintaining the overall appearance of the scene.
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