Tiled 3D Terrain Texture Mapping for Visibility and Color Consistency

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Solution Overview

Problem

Conventional methods for generating texture maps for wide area terrains suffer from visibility check errors and color separation issues due to the large volume of data, making it difficult to process and render the terrain effectively.

Innovation Solution

The method involves partitioning the terrain into uniform tiles, using camera parameters to select optimal images for each tile, generating a global depth map, checking visibility, and correcting texture color differences to ensure seamless connections between tiles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If the entire wide area terrain is processed as a single mesh, then complete terrain coverage is achieved, but processing becomes intractable and rendering/interaction becomes difficult

Engineering Contradiction:
Improveterrain coverage areaVSAvoidprocessing complexity
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The patent divides the wide area terrain into multiple tiles of manageable size. Each tile is processed independently to generate mesh and texture data, making the overall processing tractable. The tiles are then assembled to form the complete terrain representation, achieving both coverage and manageability.

Inventive Principle:
Principle #1Segmentation

2Productivity

If the terrain is partitioned into tiles for processing, then processing becomes manageable, but visibility check errors occur between tiles

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidvisibility check accuracy
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent performs preliminary actions by establishing a global coordinate system and pre-calculating tile boundary information before processing individual tiles. This preliminary setup enables consistent visibility checks across tile boundaries while maintaining processing efficiency.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If the terrain is partitioned into tiles, then processing becomes manageable, but color separation occurs between adjacent tiles

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidtexture color consistency
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent implements feedback mechanisms by comparing texture colors at tile boundaries and applying correction factors. The system detects color discrepancies between adjacent tiles and adjusts the texture mapping parameters to ensure seamless transitions, maintaining visual consistency across the entire terrain.

Inventive Principle:
Principle #23Feedback

4Ease of manufacture

If conventional texture mapping is used on tiled terrain, then processing is simplified, but visibility check errors and color separation occur

Engineering Contradiction:
Improveprocessing simplicityVSAvoidtexture reconstruction accuracy
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent creates a universal texture mapping framework that handles both individual tile processing and global terrain consistency. The system uses a unified coordinate system and standardized procedures that work across all tiles while maintaining overall terrain accuracy, combining simplicity with reliability.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12354209B2Apparatus and method for generating texture map for 3D wide area terrain
Publication Date: 2025.07.08 ELECTRONICS & TELECOMM RES INST
  • US12354209B2 patent drawing
  • US12354209B2 patent drawing
  • US12354209B2 patent drawing

AI summary

Disclosed herein are an apparatus and a method for generating a texture map for a three-dimensional (3D) wide area terrain. The method for generating a texture map for a 3D wide area terrain includes acquiring input images, obtained by capturing a reconstruction target terrain at multiple views, and a camera parameter corresponding to the input images, partitioning the reconstruction target terrain into tiles of a uniform size, reconstructing a tile-based mesh based on information about regions corresponding to respective partitioned tiles, the input images, and the camera parameter, and reconstructing a tile-based texture map based on the input images, the camera parameter, and the tile-based mesh.