Wenli Li, W. Randolph Franklin, and Salles V. G. de Magalhães.
Computing approximate horizons on a GPU.
In 26th Fall Workshop on Computational Geometry. CUNY Graduate Center, New York, USA, 27-28 Oct 2016.
(extended abstract).
[full text] [slides]
[BibTeX▼]
@inproceedings{wenli-gpu-horizons-fwcg-2016,
author = "Li, Wenli and Franklin, W. Randolph and de Magalhães, Salles V. G.",
title = "Computing approximate horizons on a {GPU}",
booktitle = "26th Fall Workshop on Computational Geometry",
year = "2016",
month = "27-28 Oct",
address = "{CUNY} Graduate Center, New York, USA",
note = "(extended abstract)",
href = "\bibhrefpt{216-wenli-gpu-horizons-fwcg-2016}{216-wenli-gpu-horizons-fwcg-2016-talk.pdf}",
customlinkslides = "https://wrfranklin.org/p/216-wenli-gpu-horizons-fwcg-2016-talk.pdf",
mykey = "visviewshedsiting wenlili salles"
}
Abstract
We use an O(n log(n)) quadtree-forest algorithm to compute approximate horizons at all points of a DEM, and achieve more than 30 times speedup on a GPU. The result of the algorithm is very close to that of the brute-force algorithm.