View-Dependent Progressive Transmission Method for 3D Building Models

Complex 3D building models, because of their huge data volume, almost always result in transmission congestion, which leads to poor user experience. To reduce the real-time transmission pressure, a novel view-dependent progressive transmission method was developed. With this method, only a small amount of transmitted data is necessary to achieve an acceptable rendering effect when the viewpoint changes. The method involves two stages. A preprocessing stage simplifies the building model using a multi-level vertex clustering algorithm. The local mesh in each clustering unit is organized into a node tree where each node includes a vertex and its related triangles. The building model is finally reorganized into a node forest. In the reconstruction stage, all root nodes are transmitted first to build a basic model. Their descendant nodes are then requested and transmitted according to viewpoint information to refine the building model during user interaction. The experimental results show that this method can effectively improve the transmission and reconstruction efficiency of 3D building models.

[1]  Marina Daecher,et al.  Level Of Detail For 3d Graphics , 2016 .

[2]  Nina Valkanova,et al.  Public visualization displays of citizen data: Design, impact and implications , 2014, Int. J. Hum. Comput. Stud..

[3]  Tomas Akenine-Möller,et al.  Optimized View Frustum Culling Algorithms for Bounding Boxes , 2000, J. Graphics, GPU, & Game Tools.

[4]  Qing Zhu,et al.  Mathematical morphology-based generalization of complex 3D building models incorporating semantic relationships , 2012 .

[5]  Michael Wimmer,et al.  Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful , 2004, Comput. Graph. Forum.

[6]  Shen Xukun,et al.  Feature-Preserved Progressive Texture-Mesh in Digital Museum , 2007 .

[7]  Kai Tang,et al.  Lightweighting for Web3D visualization of large-scale BIM scenes in real-time , 2016, Graph. Model..

[8]  Xiaoyan Gu,et al.  An appearance‐preserving simplification method for complex 3D building models , 2019, Trans. GIS.

[9]  Gary Priestnall,et al.  Virtual Geographic Environments , 2012, GIScience 2012.

[10]  Brent Schwarz Mapping the world in 3D: LIDAR , 2010 .

[11]  Michael Garland,et al.  Simplifying surfaces with color and texture using quadric error metrics , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[12]  Michael Garland,et al.  Surface simplification using quadric error metrics , 1997, SIGGRAPH.

[13]  Xun Wang,et al.  An Effective Error Resilient Packetization Scheme for Progressive Mesh Transmission over Unreliable Networks , 2008, Journal of Computer Science and Technology.

[14]  Jinghong Ren,et al.  Future Prospects of UAV Tilt Photogrammetry Technology , 2019 .

[15]  Renato Pajarola,et al.  FastMesh: efficient view-dependent meshing , 2001, Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001.

[16]  Amitabh Varshney,et al.  Dynamic view-dependent simplification for polygonal models , 1996, Proceedings of Seventh Annual IEEE Visualization '96.

[17]  Mo Li,et al.  An improved texture-related vertex clustering algorithm for model simplification , 2015, Computational Geosciences.

[18]  Morakot Pilouk,et al.  Spatial data modelling for 3D GIS , 2007 .

[19]  Pedro V. Sander,et al.  Parallel view-dependent refinement of progressive meshes , 2009, I3D '09.

[20]  Jürgen Döllner,et al.  Continuous level-of-detail modeling of buildings in 3D city models , 2005, GIS '05.

[21]  Mo Li,et al.  Progressive Visualization of Complex 3D Models Over the Internet , 2016, Trans. GIS.

[22]  Tony DeRose,et al.  Mesh optimization , 1993, SIGGRAPH.

[23]  Martin Kada,et al.  Progressive Transmission of 3D Building Models based on String Grammars and Planar Half-Spaces , 2014 .

[24]  William E. Lorensen,et al.  Decimation of triangle meshes , 1992, SIGGRAPH.

[25]  Hugues Hoppe,et al.  View-dependent refinement of progressive meshes , 1997, SIGGRAPH.

[26]  Hui Lin,et al.  Virtual Geographic Environments , 2009 .

[27]  Rui Wang,et al.  OpenSceneGraph 3.0: Beginner's Guide , 2010 .

[28]  C.-C. Jay Kuo,et al.  A progressive view-dependent technique for interactive 3-D mesh transmission , 2004, IEEE Transactions on Circuits and Systems for Video Technology.

[29]  Charles D. Hansen,et al.  Geometric optimization , 1993, Proceedings Visualization '93.

[30]  Michael Guthe,et al.  Dependency‐Free Parallel Progressive Meshes , 2012, Comput. Graph. Forum.

[31]  Jarek Rossignac,et al.  Multi-resolution 3D approximations for rendering complex scenes , 1993, Modeling in Computer Graphics.

[32]  Brent Schwarz,et al.  LIDAR: Mapping the world in 3D , 2010 .

[33]  Bisheng Yang,et al.  Geometric structure simplification of 3D building models , 2013 .

[34]  Christopher DeCoro,et al.  Efficient implementation of real-time view-dependent multiresolution meshing , 2004, IEEE Transactions on Visualization and Computer Graphics.

[35]  David P. Luebke,et al.  View-dependent simplification of arbitrary polygonal environments , 1997, SIGGRAPH.

[36]  Jinyuan Jia,et al.  An improved progressive mesh and streaming transmission strategy , 2012, Proceedings of 2012 2nd International Conference on Computer Science and Network Technology.