Submitted:
06 October 2025
Posted:
08 October 2025
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Abstract

Keywords:
1. Introduction
2. Related Works
2.1. Digital Outcrops
2.2. Level of Detail
3. Methods
- 1.
- Single-body model Segmentation (Section 3.1): Import the high-resolution, large-scale LiDAR-derived single-body digital outcrop model, then partition it into multiple sub-models according to the coverage area of each texture image.
- 2.
- Adaptive LOD Hierarchical Tiling (Section 3.2): For each sub-model, construct a multi-level LOD tile structure using a pseudo-quadtree partitioning approach, forming a tile pyramid through iterative subdivision, simplification, and merging processes.
- 3.
- Mesh Simplification (Section 3.3): Apply a feature-preserving QEM algorithm to simplify each tile across all LOD levels, incorporating constraints for geometry and texture preservation along with strategies such as fallback tactics and boundary freezing.
- 4.
- Texture Reconstruction (Section 3.4): Reconstruct texture images and their corresponding coordinates for tiles at each LOD level, involving texture tiling, downsampling, and remapping operations.
- 5.
- LOD Indexing and Storage (Section 3.5.1): Establish an LOD index file for the entire model, storing geometric data, texture information, and other parameters of each constructed tile in OSGB format.
- 6.
- Display Parameter Setting (Section 3.5.2): Configure model display parameters based on the texture image size of each tile to optimize visualization quality.
- 7.
- Model Loading and Rendering (Section 3.5.3): Implement multi-scale loading and rendering of the LOD digital outcrop model using the OSG engine, enabling efficient visualization across different detail levels.
3.1. Single-body Model Segmentation
3.2. Adaptive LOD Hierarchical Tiling
3.2.1. Bottom-Level Tile Generation Based on Quadtree Partitioning
3.2.2. Simplification and Merging Strategies for Bottom-Up Tile Generation
3.3. Feature-preserving Mesh Simplification
3.3.1. Simplification and Merging Strategies for Bottom-Up Tile Generation
3.3.2. Vertex Sharpness Constraint
3.3.3. Strategies for Specific Cases
3.4. Tile Texture Downsampling and Remapping
3.5. LOD Model Storage and Visualization
3.5.1. LOD Indexing and Storage
3.5.2. LOD Level Switch Parameter
3.5.3. LOD Model Loading and Rendering
4. Results
4.1. Experimental Dataset and Environment
4.2. Results and Analysis of LOD Models Construction and Visualization
4.3. Comparative Analysis of Simplification Algorithm Results
5. Discussion
5.1. Potential Limitations of the Tiling Method
5.2. Empirical and Generalizability Concerns in Algorithm Parameters
5.3. Directions for Algorithm Performance Improvement
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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| Model | Number of vertices | Number of Triangular Facets | Number of Texture Images | Amount of the Model (GB) |
|---|---|---|---|---|
| Model 1 | 592473 | 1145853 | 103 | 1.16 |
| Model 2 | 648698 | 1244590 | 146 | 1.74 |
| Model | execution time (s) | average memory usage (MB) | average CPU usage (%) | Amount of the LOD Model(GB) |
|---|---|---|---|---|
| Model 1 | 8424 | 2651.7 | 9.6% | 9.74 |
| Model 2 | 13,428 | 3352.7 | 11.6% | 8.72 |
| Model | Average CPU usage (%) | Average memory usage (MB) | Loading time (s) | Display frame rate (FPS) |
|---|---|---|---|---|
| Model 1 (LOD) | 15 | 188 | 3.7 | 50.7 |
| Model 1 (single-body) | 20 | 3506 | 117.5 | 6.7 |
| Model 2 (LOD) | 13.4 | 112 | 4.1 | 59.8 |
| Model 2 (single-body) | 20.2 | 11602 | 550.7 | 1.2 |
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