Parallel algorithm for viewshed analysis on a modern GPU

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 runs completely 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 frame-rates and high image quality. Our algorithm has been widely used in related systems based on Digital Earth.

[1]  Taku Komura,et al.  Topology matching for fully automatic similarity estimation of 3D shapes , 2001, SIGGRAPH.

[2]  Randima Fernando,et al.  The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics , 2003 .

[3]  David Salesin,et al.  Rendering antialiased shadows with depth maps , 1987, SIGGRAPH.

[4]  Ronald J. Classen,et al.  Introduction to Geographic Information Systems , 2001 .

[5]  George Drettakis,et al.  Perspective shadow maps , 2002, ACM Trans. Graph..

[6]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[7]  W. Randolph Franklin Higher isn ’ t Necessarily Better : Visibility Algorithms and Experiments , 1994 .

[8]  M. J. van Kreveld,et al.  Variations on sweep algorithms: efficient computation of extended viewsheds and class intervals , 1996 .

[9]  Jianjun Wang,et al.  Generating Viewsheds without Using Sightlines , 2000 .

[10]  Larry S. Davis,et al.  Region-to-region visibility analysis using data parallel machines , 1993, Concurr. Pract. Exp..

[11]  Fan Zhang,et al.  Parallel-split shadow maps for large-scale virtual environments , 2006, VRCIA '06.

[12]  Leila De Floriani,et al.  Line-of-Sight Communication on Terrain Models , 1994, Int. J. Geogr. Inf. Sci..

[13]  Andrew Lauritzen,et al.  Variance shadow maps , 2006, I3D '06.

[14]  Geoffrey C. Fox,et al.  Implementing an intervisibility analysis model on a parallel computing system , 1992 .

[15]  Guy E. Blelloch,et al.  Vector Models for Data-Parallel Computing , 1990 .