Computing highly occluded paths on a terrain

2013 
Understanding the locations of highly occluded paths on a terrain is an important GIS problem. In this paper we present a model and a fast algorithm for computing highly occluded paths on a terrain. It does not assume the observer locations to be known and yields a path likely to be occluded under a rational observer strategy. We present experimental results that examine several different observer strategies. The repeated visibility map computations necessary for our model is expedited using a fast algorithm for calculating approximate visibility maps that models the decrease in observational fidelity as distance increases. The algorithm computes a multiresolution approximate visibility map and makes use of a graphics processing unit (GPU) to speed up computation. We present experimental results on terrrain data sets with up to 144 million points.
    • Correction
    • Source
    • Cite
    • Save
    • Machine Reading By IdeaReader
    30
    References
    10
    Citations
    NaN
    KQI
    []