687
LARGE SCALE TEXTURE MAPPING OF BUILDING FACADES
Y. K. A. Tan 3 ' *, L. K. Kwoh a , S. H. Ong b
a Centre for Remote Imaging, Sensing and Processing, National University of Singapore, Block SOC1, Level 2 Lower
Kent Ridge Road, Singapore 119260
b Dept, of Electrical and Computer Engineering, National University of Singapore, Block E4, Level 5, Room 14
Engineering Drive 3, Singapore 117576 - crstyka@nus.edu.sg
KEY WORDS: Virtual Reality, Texture, Photo-realism, Building, Visualization, Photogrammetry.
ABSTRACT:
A virtual 3-dimension city model is a sophisticated application of geoinformatic systems as it represents layouts, activities and
functionalities of a real-world community. To enable human users to better visualize their living spaces, a virtual reality city model
must be both immersive and accurately re-created. Visualization of city models in such environments is a combination of many
challenging and laborious tasks, one of which is the texturing of building models façade. To improve the photo-realism and textural
information of the building model façade, close-range digital photographs of buildings are taken at oblique angles and used to
texture the building models. This paper will show that by taking oblique views of buildings, we are able to perform large scale
texture mapping on multiple buildings models and improve the overall workflow of the entire façade texture extraction process.
Registration of the digital images must be carried out to obtain the images’ extrinsic and intrinsic parameters before accurate texture
mapping can take place. Spatial distortions due to irregularly shaped façade polygons are introduced during the texture extraction
process and a method was devised to overcome this problem. A test example will be used to demonstrate the system of performing
large scale texture mapping using minimal amount of close-range photographs.
1. INTRODUCTION
A 3-D city in virtual reality is a sophisticated application of
geoinformatic systems as it is a representation of layouts,
activities and functionalities of a real-world community. It is an
integrated effort in the fields of computer graphics, remote
sensing and engineering to achieve a feasible, yet convincing
representation of the city in the virtual world. An accurate and
immersive virtual reality city model would enable the users to
better visualize their living spaces interactively with greater
detail and thus model human activity more intuitively and
efficiently than before. All these would depend on the accurate
reconstruction on both the 3-D terrain and building models as
well as the correct texture mapping of model surfaces.
Current generation satellite imagery coupled with Rational
Polynomial Coefficient (RPC) can be used to accurately
estimate 3-dimensional building information (Grodecki, 2001).
In the case of IKONOS stereo images, the accuracies are within
1 metre horizontally and 2 metres vertically hence acceptable
for use in urban mapping whereby landscape and building
objects are usually bigger than 3 metres (Grodecki and Dial,
2001). With the advancements in building extraction techniques,
we are able to extract a large number of buildings in a short
period of time. For example, using a technique develop at
CRISP (Huang and Kwoh, 2007), we are able to extract about
60 buildings per hour in an urban area using a single IKONOS
image coupled with RPC and building shadow information.
Remote sensing data can provide limited texture information to
the extracted building models as this is restricted by the sensor
look angles. Very often, only the building model tops and
certain building model facades are textured and the building
model facades extracted from satellite imagery are pixelated
due to the lack of resolution and texture information (Huang et
al., 2006). This is because the represented skew area of building
façade which can be seen from the satellite imagery is relatively
small when compared to the actual size.
3-D virtual reality city model visualization platforms use
OpenGL or DirectX to effectively render the buildings models
and ground terrain using hardware acceleration. When texture
information of the building facade is not known, it is a common
practise to assign a pseudo texture to the building model instead
(Beck, 2003). Although this provides a better presentation of
the building model, it is not ideal as it does not portray the true
characteristics of the building façade. Such pseudo
representations of the building facades, makes the overall
visualization system less realistic and less useful. Hence, to
improve the overall photo-realistic quality and usability, we
texture the building façade with terrestrial digital photographs
taken using commercially available cameras. However, the
process of allocating and mapping the appropriate texture from
terrestrial photographs to correct building façade is both
laborious and time-consuming. To address this issue, we have
developed a system which implements a semi-automated
process for the large scale texture mapping of the building
façade and this will be presented in this paper.
2. TEXTURE MAPPING OF BUILDING FACADE
The texture mapping process of building façade involves the
transformation from image space to building model space.
There are two methods of carrying out the transformation.
Firstly, the forward mapping method selects the appropriate
texture polygon from the image and maps it to the matching
building façade. Conversely, the reverse mapping method
* Corresponding author.