Algorithms for evaluating water flow over terrains are a staple of geo-analysis, with applications in computer graphics and beyond. Consequently, any improvement in their run-time performance is worth serious consideration. In this paper, we provide improved algorithms for solving both flow and depression routing problems, with, respectively, and complexity for a terrain with nodes. This is an improvement on previous methods, which usually require as many iterations as the length of the longest river (). Most importantly, we are the first to propose a GPU solution for both flow and depression routing.
8. Conclusion
In comparative terms, our GPU implementation for depression routing outperforms an optimized parallel CPU algorithm by to on a resolution terrain, depending on the strategy for recipient correction. We also improve on previous GPU methods for flow routing [Bar19, SPF+23] by a factor of .
In terms of raw performance, our GPU implementation executes in under 55ms on terrains up to sample resolution. This opens up new opportunities and research avenues for the future use of flow and depression routing in an interactive context. Further work on our algorithm is also required to reach more general applications, for instance by allowing for multiple recipients (Multiple Flow Directions).