A Gestalt rules and graph-cut-based simplification framework for urban building models

https://doi.org/10.1016/j.jag.2014.09.012Get rights and content

Highlights

  • An optimization framework for clustering and generalizing large-scale urban building footprints and facade textures is presented.

  • The building footprints are partitioned into potential Gestalt groups.

  • The graph-cut-based optimization function is employed to obtain a consistent segmentation of the buildings.

  • An effective data structure is introduced to manage the aggregated building footprints and facade textures.

Abstract

To visualize large urban models efficiently, this paper presents a framework for generalizing urban building footprints and facade textures by using multiple Gestalt rules and a graph-cut-based energy function. First, an urban scene is divided into different blocks by main road networks. In each block, the building footprints are partitioned into potential Gestalt groups. A footprint may satisfy several Gestalt principles. We employ the graph-cut-based optimization function to obtain a consistent segmentation of the buildings into optimal Gestalt groups with minimal energy. The building footprints in each Gestalt group are aggregated into different levels of detail (LODs). Building facade textures are also abstracted and simplified into multiple LODs using the same approach as the building footprint simplification. An effective data structure termed SceneTree is introduced to manage these aggregated building footprints and facade textures. Combined with the parallelization scheme, the rendering efficiency of large-scale urban buildings is improved. Compared with other methods, our presented method can efficiently visualize large urban models and maintain the city's image.

Introduction

Real 3D city models have wide applications in urban planning, mapping and virtual tourism. With the rapid development of photogrammetry, computer vision, scanners and 3D modeling technologies, it is currently possible to construct detailed 3D city models in a practical and cost-efficient manner. This is possibly the main reason that 3D digital urban models have become so increasingly popular. These developments are changing the way the user conceives 3D data. Typically, a large city often contains hundreds of millions of buildings, and it is difficult to view digitized city models in real time. Therefore, the visualization of large-scale 3D city models for a variety of professional and mass-market services has received significant attention in the photogrammetry and computer graphics communities. To make such services appealing to a large audience, these 3D models should reach a sufficient level of realism and accuracy. Many solutions have been proposed to generate 3D models of huge urban environments (Royan et al., 2007). For example, Sheppard and Cizek (2009) proposed criteria for evaluating landscape visualizations under the categories of (i) accuracy, (ii) representativeness, (iii) visual clarity, (iv) interest, (v) legitimacy, (vi) access to visual information, and (vii) framing and presentation. To visualize a large-scale city efficiently, some generalization algorithms (such as Forberg, 2007, Zhang et al., 2012) are used to simplify urban building models.

To help people recognize a city more effectively and maintain spatial coherence, Gestalt principles are introduced to identify the distribution pattern of urban buildings. In this paper, we apply Gestalt rules and graph-cuts to cluster similar buildings into the same group. Then, the building footprints and façade textures are aggregated, and the whole urban models can be generalized into multiple levels. To obtain a good generalized representation of a city that abides by the Gestalt principles, the spatial relations, including distance, orientation, similarity and continuity, should be taken into account when building models are clustered. To reduce the load time, a multiple representation data structure termed SceneTree is proposed to store hierarchical models of the aggregated building footprints and facade textures. When these buildings are viewed, different levels of the building models are retrieved from SceneTree and rendered by the parallelization scheme. Compared with other methods, the novelty of our approach is that we implement an optimization framework for generalizing building footprints and facade textures simultaneously. In this framework, a graph-cut-based optimization method is employed to solve the conflicts that a footprint or facade texture may satisfy with several Gestalt principles, and SceneTree is created to store the generalized footprints and textures at deferent levels.

Section snippets

Related work

Numerous studies have developed a range of tools and techniques for visualizing city buildings. Additionally, an extensive amount of literature can be found in the related fields of computer vision, object recognition and geometric modeling. However, there remain many challenges in applying landscape visualization techniques for effectively communicating processes and changes in building landscapes. In this section, previous generalization results of 3D building models are summarized.

Methodology

This section presents our method for urban building generalization and visualization.

Experiments

To validate the performance of our method, we use VC++ 2010 and OpenGL to develop a 3D urban model visualization system. Experiments are performed on a Windows 7 Professional operating system with a 3.2 GHz Intel (R) Core (TM) i5-3470 CPU, 4 GB memory, and an Nvidia Geforce GT 620 graphics card. The study data comprise Beijing urban models with 122,056 buildings and 916,427 vertices.

Conclusion

According to the theory of Gestalt psychology, including proximity, similarity, continuity and common orientation (Wertheimer, 1923), separate elements in an image that have certain relations tend to be merged into a whole in people's mind. Accordingly, to obtain a good generalized representation of a city that abides by these criteria, the spatial relations, including distance, orientation, similarity and continuity, should be taken into account when building models are clustered. To speed up

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