FastFlow:GPU 加速景观仿真中的流动和凹陷路由选择

IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Graphics Forum Pub Date : 2024-10-24 DOI:10.1111/cgf.15243
Aryamaan Jain, Bernhard Kerbl, James Gain, Brandon Finley, Guillaume Cordonnier
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引用次数: 0

摘要

地形分析在计算机制图、水文学和地貌学中发挥着重要作用。特别是,分析物质在地形上的流动路径并考虑局部洼地,是侵蚀、河流形成和植物生态系统模拟等许多后续工作的先导。例如,地形建模中使用的河道侵蚀模拟可以计算水的排放量,从而反复确定侵蚀通道的位置,以清除和运输土壤。在本文中,我们提出了一种新颖的 GPU 水流路由算法,该算法可在 n 个顶点的地形(假设有 n 个处理器)中以 𝒪(log n) 的迭代次数计算水的排放量。我们还提供了一种洼地路由算法,用于将水从地形洼地形成的局部极小值中路由出来,该算法在𝒪(log2 n) 次迭代中收敛。与之前在 10242 个地形上的研究相比,我们对这些算法的实现使水流路由速度提高了 5 倍,洼地路由速度提高了 34 倍到 52 倍,从而实现了对地形模拟的交互式控制。
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FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation

Terrain analysis plays an important role in computer graphics, hydrology and geomorphology. In particular, analyzing the path of material flow over a terrain with consideration of local depressions is a precursor to many further tasks in erosion, river formation, and plant ecosystem simulation. For example, fluvial erosion simulation used in terrain modeling computes water discharge to repeatedly locate erosion channels for soil removal and transport. Despite its significance, traditional methods face performance constraints, limiting their broader applicability.

In this paper, we propose a novel GPU flow routing algorithm that computes the water discharge in 𝒪(log n) iterations for a terrain with n vertices (assuming n processors). We also provide a depression routing algorithm to route the water out of local minima formed by depressions in the terrain, which converges in 𝒪(log2 n) iterations. Our implementation of these algorithms leads to a 5× speedup for flow routing and 34 × to 52 × speedup for depression routing compared to previous work on a 10242 terrain, enabling interactive control of terrain simulation.

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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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