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Parallel algorithm for viewshed analysis on a modern GPU

机译:在现代GPU上进行视域分析的并行算法

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Spatial analysis, including viewshed analysis, is an important aspect of the Digital Earth system. Viewshed analysis is usually performed on a large scale, so efficiency is important in any Digital Earth application making these calculations. In this paper, a real-time algorithm for viewshed analysis in 3D scenes is presented by using the parallel computing capabilities of a graphics processing unit (GPU). In contrast to traditional algorithms based on line-of-sight, this algorithm runscompletely within the programmable 3D visualization pipeline to render 3D terrains with viewshed analysis. The most important difference is its integration of the viewshed calculation with the rendering module. Invisible areas are rendered as shadows in the 3D scene. The algorithm process is paralleled by rasterizer units in the graphics card and by vertex and pixel shaders executed on the GPU. We have implemented this method in our 3D Digital Earth system with the DirectX 9.0c API and tested on some consumer-level PC platforms with interactive framerates and high image quality. Our algorithm has been widely used in related systems based on Digital Earth.
机译:空间分析,包括视域分析,是数字地球系统的重要方面。视域分析通常是大规模执行的,因此效率在进行这些计算的任何Digital Earth应用程序中都非常重要。在本文中,通过使用图形处理单元(GPU)的并行计算功能,提出了一种用于3D场景中的视域分析的实时算法。与基于视线的传统算法相比,该算法在可编程3D可视化管道中完全运行以通过视域分析来渲染3D地形。最重要的区别是其视域计算与渲染模块的集成。不可见区域在3D场景中被渲染为阴影。算法过程与图形卡中的光栅化器单元以及在GPU上执行的顶点和像素着色器并行。我们已经使用DirectX 9.0c API在我们的3D数字地球系统中实现了此方法,并在具有交互帧速率和高图像质量的某些消费者级PC平台上进行了测试。我们的算法已被广泛用于基于Digital Earth的相关系统中。

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