论文中文题名: | 城市场景LOD快速纹理重建与模型生成算法研究 |
姓名: | |
学号: | 19210010005 |
保密级别: | 保密(1年后开放) |
论文语种: | chi |
学科代码: | 0705 |
学科名称: | 理学 - 地理学 |
学生类型: | 硕士 |
学位级别: | 理学硕士 |
学位年度: | 2022 |
培养单位: | 西安科技大学 |
院系: | |
专业: | |
研究方向: | 三维重建 |
第一导师姓名: | |
第一导师单位: | |
论文提交日期: | 2022-06-22 |
论文答辩日期: | 2022-06-05 |
论文外文题名: | Research on Algorithms of Urban Scene LOD Fast Texture Reconstruction and Model Generation |
论文中文关键词: | |
论文外文关键词: | Level of Detail ; texture reconstruction ; mesh parameterization ; texture packing |
论文中文摘要: |
随着倾斜摄影三维重建技术的发展,城市场景三维模型的应用需求及空间范围都在不断增加,同时高度细节化的模型表达和高分辨率配套纹理更使模型数据量日趋庞大,给计算机渲染、存储及传输都带来了巨大挑战。为解决此问题,本文采用LOD(层次细节模型,Level of Detail)技术方案,能够均衡模型精度与计算机渲染速度,为用户带来更为流畅的浏览体验。因此本文主要研究内容如下: (1)针对城市场景三维模型因数据量庞大常使用瓦片分割技术所遗留的原始模型色彩不连续问题,采用基于泊松编辑改进的瓦片间匀光算法。相较传统方法,该算法以三角面为基本单位,能够直击模型表面,有效消除瓦片间色差。 (2)针对传统简化算法重几何轻纹理特征从而导致用于构建LOD模型的层级简化网纹理质量不佳问题,提出完整高效的简化网纹理重建算法。通过借助原始网分块信息实现简化网快速分割后,以分割纹理单元为单位进行参数化,并将所得二维纹理块组织为纹理图集,最后直接取原始网像素信息并赋予简化网。因大量借助原始网信息,算法效率及简化网纹理质量均有显著提升。针对简化网配套纹理图集总体图幅较大问题,提出基于CUDA多线程并行运算策略的纹理排列算法,混合使用矩形排列和多边形排列方式,并建立多套模板进行加速,有效提升了纹理图集空间利用率及算法效率。 (3)针对因文件数据量大而导致LOD模型浏览不流畅问题,采用基于数据量自适应和局部切片简化比率自适应的节点优化策略。通过深度优先遍历方式获取当前节点以及兄弟节点的总文件数据量,并计算与父节点切片模型的简化比率,若达到阈值则合并兄弟节点并以此替换父节点,从而达到删除冗余数据的目的。同时,得益于本文高密度纹理排列算法加持,更使模型轻量化。最后经动态调度,实现模型流畅显示。 以倾斜摄影影像构建的三维Mesh模型作为实验数据,与现有方法、开源软件(OpenMVE、XAtlas)及商业软件(Context Capture)进行对比,结果表明:采用本文方法进行简化网纹理重建不但纹理质量高且计算效率也有显著提升。纹理排列复合空间利用率达99.766%。并且LOD模型平均浏览帧率高、模型浏览更加流畅。 |
论文外文摘要: |
With the development of oblique photography 3D reconstruction technology, the application requirements and spatial scope of 3D models of urban scenes are constantly increasing. At the same time, the highly detailed model expression and high-resolution supporting textures make the model data increasingly huge, which is used for computer rendering, Both storage and transmission present huge challenges. In order to solve this problem, this paper adopts LOD (level of detail) technology scheme, which can balance the model accuracy and computer rendering speed, and bring users a more smooth browsing experience. Therefore, the main research contents of this paper are as follows: (1) Aiming at the color discontinuity of the original model left by the tile segmentation technology often used in the 3D model of urban scene due to the large amount of data, an improved dodging method based on Poisson editing is proposed. Compared with the traditional method, the algorithm takes the triangular surface as the basic unit, which can directly hit the model surface and effectively eliminate the color difference between tiles. (2) Aiming at the problem that the traditional simplification algorithm emphasizes geometry and light texture features, which leads to the poor quality of the hierarchical simplified mesh used to construct the LOD model, a complete and efficient simplified mesh texture reconstruction algorithm is proposed. After the fast segmentation of the simplified mesh is realized by using the texture connected region information of the original mesh, the segmented texture unit is parameterized, and the obtained 2D texture blocks are organized into a texture atlas. Finally, the pixel information is obtained directly from the original mesh and given to the simplified mesh. With the help of a large number of original mesh information, the efficiency of the algorithm and the quality of simplified mesh texture are significantly improved. Aiming at the problem that the overall map of the texture atlas supporting the simplified mesh is large, a texture packing algorithm based on CUDA multi-threaded parallel operation strategy is proposed, which uses a mixture of rectangular packing and polygon packing, and establish multiple sets of templates for acceleration, which effectively improves the space utilization and algorithm efficiency of the texture atlas. (3) Aiming at the problem that the browsing of LOD model is not smooth due to the large amount of file data, a node optimization strategy based on adaptive data volume and adaptive local slice simplification ratio is proposed. Obtain the total file data of the current node and brother nodes by depth first search, and calculate the simplified ratio with the slice model of the parent node. If the threshold is reached, merge the brother nodes and replace the parent node, so as to delete redundant data. Moreover, due to the high-density texture packing algorithm, the model is lighter. Finally, through dynamic scheduling, the smooth display of the model is realized. Taking the 3D mesh model constructed from oblique photographic images as the experimental data, it is compared with the existing methods, open source software (OpenMVE、XAtlas) and commercial software (Context Capture). The results show that the simplified mesh texture reconstruction using this method not only has high texture quality, but also significantly improves the calculation efficiency. The utilization rate of texture packing composite space is 99.766%. And the average browsing frame rate of LOD model is higher, so the browsing of model is more smooth. |
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中图分类号: | P231 |
开放日期: | 2023-06-22 |