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 makin...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 framerates and high image quality.Our algorithm has been widely used in related systems based on Digital Earth.展开更多
基金This work is supported in part by 863 program grants 2009AA12Z227,2009AA12Z215also by the MOST Program(Grant No.2008BAH23B04).
文摘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 framerates and high image quality.Our algorithm has been widely used in related systems based on Digital Earth.