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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" article-type="research-article" dtd-version="3.0" xml:lang="en">
<front>
<journal-meta>
<journal-id journal-id-type="publisher">ISPRS-Archives</journal-id>
<journal-title-group>
<journal-title>The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences</journal-title>
<abbrev-journal-title abbrev-type="publisher">ISPRS-Archives</abbrev-journal-title>
<abbrev-journal-title abbrev-type="nlm-ta">Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci.</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2194-9034</issn>
<publisher><publisher-name>Copernicus Publications</publisher-name>
<publisher-loc>Göttingen, Germany</publisher-loc>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.5194/isprs-archives-XLVIII-3-W2-2022-109-2022</article-id>
<title-group>
<article-title>A NOVEL QUADRATIC ERROR METRIC MESH SIMPLIFICATION ALGORITHM FOR 3D BUILDING MODELS BASED ON ‘LOCAL-VERTEX’ TEXTURE FEATURES</article-title>
</title-group>
<contrib-group><contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Zhao</surname>
<given-names>T.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Jiang</surname>
<given-names>J.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Guo</surname>
<given-names>X.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
</contrib-group><aff id="aff1">
<label>1</label>
<addr-line>School of Geomatics and Urban Spatial Informatics, Beijing University of Civil Engineering and Architecture(BUCEA), Beijing, 100044, China</addr-line>
</aff>
<aff id="aff2">
<label>2</label>
<addr-line>Key Laboratory of Urban Spatial Information, Ministry of Natural Resources of the People&apos;s Republic of China, Beijing University of Civil Engineering and Architecture, Beijing 102616, China</addr-line>
</aff>
<pub-date pub-type="epub">
<day>27</day>
<month>10</month>
<year>2022</year>
</pub-date>
<volume>XLVIII-3/W2-2022</volume>
<fpage>109</fpage>
<lpage>115</lpage>
<permissions>
<copyright-statement>Copyright: &#x000a9; 2022 T. Zhao et al.</copyright-statement>
<copyright-year>2022</copyright-year>
<license license-type="open-access">
<license-p>This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this licence, visit <ext-link ext-link-type="uri"  xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link></license-p>
</license>
</permissions>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLVIII-3-W2-2022/109/2022/isprs-archives-XLVIII-3-W2-2022-109-2022.html">This article is available from https://isprs-archives.copernicus.org/articles/XLVIII-3-W2-2022/109/2022/isprs-archives-XLVIII-3-W2-2022-109-2022.html</self-uri>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLVIII-3-W2-2022/109/2022/isprs-archives-XLVIII-3-W2-2022-109-2022.pdf">The full text article is available as a PDF file from https://isprs-archives.copernicus.org/articles/XLVIII-3-W2-2022/109/2022/isprs-archives-XLVIII-3-W2-2022-109-2022.pdf</self-uri>
<abstract>
<p>3D building model is an important part of 3D GIS. However, with the rapid development of data acquisition technology, the data volume of the 3D building model has increased dramatically. Levels of detail (LOD) technology determines the resource allocation for object rendering based on the position (Screen Size) and importance of the nodes of the model in the display environment, reducing the model’s volume and thus obtaining efficient rendering computations. To ensure the smooth rendering and efficient loading of 3D building models, it is essential to simplify the 3D building models to generate LOD. By taking the texture discontinuity and topological complexity into account, this paper proposes a quadratic error metric mesh simplification algorithm based on &quot;local-vertex&quot; texture features for 3D building models simplification. Using the texture features of the model texture map and the vertex curvature at local vertices, we increase the edge collapse cost of the model in the rich texture areas. After each simplification operation, we use centre of gravity coordinate method to optimize the texture coordinates to preserve the model’s detailed features and topological relationships. A series of experimental comparisons with other state-of-the-art methods verify the effectiveness of the proposed method for simplifying 3D building models. The method in this paper helps to maintain the detailed features and topological relationships of 3D building models while reducing the volume of model and better generating LOD for application in 3D GIS.</p>
</abstract>
<counts><page-count count="7"/></counts>
</article-meta>
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