 
  
GPU Acceleration Techniques Integrated Into OneSAF
   
 Line of Sight
We have developed several algorithms for performing line-of-sight queries in simulator systems. Our first approach is a hybrid GPU/CPU algorithm. The GPU culls away queries  that have definite line of sight using occlusion queries to determine that the entire entity-to-entity ray lies above the terrain while remaining conservative. Queries which do  not pass this test are finalized with a CPU raycast test which may easily be parallelized. This algorithm has been successfully integrated into the OneSAF simulator being  developed by SAIC.
 
 
  | Overview of GPU-CPU Hybrid LOS Algorithm | 
 
  | Quickly cull queries with definite LOS using the GPU | 
  | Hybrid approach to perform  exact CPU ray-casting tests | 
  | Load balancing between CPU and GPU | 
  | Evaluate LOS query in 4-7 usec in urban terrains | 
  | Upto 200X speedup of LOS calls in OneSAF | 
  
  
 
 
 
Figure 1: Line of sight is a simple query that determines whether there is an unobstructed view of one entity from another. 
In this figure the entities on the left do have line of sight while those on the right do not. 
 
 
 
Figure 2: A Minkowski sum is used when rendering the terrain to ensure that depth values generated conservatively bound the maximum height of the terrain
 
 
 
Figure 3: By batching LOS queries we are able to hide the latency of GPU occlusion queries and utilize the CPU and GPU simultaneously. While one batch is culled, the non-culled queries from the previous batch are processed by the CPU. 
      
       ©2003
    Department of Computer Science, UNC Chapel Hill