Optimization of Texture Rendering of 3D Building Model Based on Vertex Importance

Wenfei Shen, Liang Huo, Tao Shen, Miao Zhang, Yucai Li
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Abstract

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.
基于顶点重要性的三维建筑模型纹理渲染优化
摘要在三维建筑模型中,大量不同大小的纹理贴图增加了模型数据加载和绘制批次,大大降低了模型的绘制效率。因此,本文提出了一种基于顶点重要性的纹理集映射方法。首先,基于二维空间拳击算法,合并纹理贴图,生成一系列 Mipmap 纹理贴图,然后计算每个顶点的顶点曲率、纹理变化率和位置信息,归一化并加权得到每个顶点的重要性,最后根据顶点的重要性重新映射不同的 Mipmap 级纹理。实验证明,本文的算法一方面可以减少纹理数据量,另一方面避免了合并后仍有大量数据带来的渲染压力,从而提高了模型的渲染效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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