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Generalization of 3D building texture using image compression and multiple representation data structure

机译:使用图像压缩和多表示数据结构对3D建筑纹理进行泛化

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摘要

Textures are an essential part of 3D building models and often consume large portions of the data volume, thus making visualization difficult. Therefore, we propose a multi-resolution texture generalization method to compress the textures of 3D building models for dynamic visualization at different scales. It consists of two steps: image compression and texture coloring. In the first step, texture images are compressed using wavelet transformation in both the horizontal and the vertical direction. In the second step, a TextureTree is created to store building texture color for dynamic visualization from different distances. To generate a TextureTree, texture images are iteratively segmented by horizontal and vertical dividing zones, until each section is basically in the same color. Then the texture of each section is represented by their main color and the TextureTree is created based on the color difference between the adjacent sections. In dynamic visualization, the suitable compressed texture images or the TextureTree nodes are selected to generate 3D scenes based on the angle and the distance between the viewpoint and the building surface. The experimental results indicate that wavelet based image compression and the proposed TextureTree can effectively represent the visual features of the textured buildings with much less data.
机译:纹理是3D建筑模型的重要组成部分,通常会消耗大量数据量,因此很难进行可视化处理。因此,我们提出了一种多分辨率纹理泛化方法来压缩3D建筑模型的纹理,以实现不同比例的动态可视化。它包括两个步骤:图像压缩和纹理着色。第一步,使用小波变换在水平和垂直方向上对纹理图像进行压缩。第二步,创建TextureTree来存储建筑物纹理颜色,以便从不同距离进行动态可视化。为了生成TextureTree,将纹理图像按水平和垂直划分区域进行迭代分割,直到每个部分基本上都具有相同的颜色。然后,每个部分的纹理由其主要颜色表示,并基于相邻部分之间的色差创建TextureTree。在动态可视化中,根据角度和视点与建筑物表面之间的距离,选择合适的压缩纹理图像或TextureTree节点以生成3D场景。实验结果表明,基于小波的图像压缩和提出的TextureTree可以有效地表示纹理建筑物的视觉特征,而数据要少得多。

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