
doi: 10.3390/ijgi10100643
Oblique photogrammetry models are indispensable for implementing digital twins of cities. Geographic information system researchers have proposed plenty of methods to load and visualize these city-scaled scenes. However, when the area viewed changes quickly in real-time rendering, current methods still require excessive GPU calculation and memory occupation. In this study, we propose a data organization method in which we merged all quadtrees and used a binary encoding method to encode nodes in a merged tree so that the parent–child relationship between the tree nodes could be calculated using rapid binary operations. After that, we developed a strategy to cancel the loading of redundant nodes based on the parent–child relationship, which helped to reduce the hard disk loading time and the amount of memory occupied in visualization. Moreover, we introduced a parameter to measure the area of the triangle mesh per pixel to achieve unified data scheduling under different production standards. We implemented our method based on Unreal Engine (UE), and three experiments were designed to illustrate the advantages of our methods in index acceleration, frame time, and memory reduction. The results show that our methods can significantly improve visualization fluency and reduce memory usage.
game engine, oblique photogrammetry model, Geography (General), digital twin, 3D GIS, G1-922, data organization, dynamic scheduling
game engine, oblique photogrammetry model, Geography (General), digital twin, 3D GIS, G1-922, data organization, dynamic scheduling
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