A design method of urban population flow visualization system

By generating flow maps and density fields in the GPU, and combining Thiessen polygon meshes and Worley noise algorithms, the problem of real-time high-performance visualization of inter-city population flow is solved. It achieves real-time rendering of millions of particles and millisecond-level response latency, and is suitable for WebGL map integration.

CN120198565BActive Publication Date: 2025-12-12BEI JING YOU NUO KE JI GU FEN YOU XIAN GONG SI
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Patent Information

Application Number
CN202510680356.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-05-26
Publication Date
2025-12-12
Estimated Expiration
2045-05-26

AI Technical Summary

Technical Problem

Existing technologies struggle to achieve high-performance visualization of intercity population flow, especially with large-scale data where it is difficult to generate flow maps and dynamic particle flow in real time. Furthermore, the number of particles is limited, update latency is high, and efficient integration with WebGL maps is challenging.

Method used

By generating flow maps in the GPU, simulating the flow field using electric dipoles, and combining Thiessen polygon meshes and Worley noise algorithms, the density field and particle positions are calculated in real time. RGBA texture encoding is used to achieve adaptive particle number updates and efficient updates.

Benefits of technology

It achieves real-time, high-performance visualization of inter-city population flow, supports real-time rendering of millions of particles, millisecond-level response latency, is suitable for WebGL map integration, and improves the visualization effect of urban planning and population research.

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Abstract

The application relates to a design method of a city population flow visualization system, which comprises the following steps: inputting city coordinate sample point data into a newly created point texture, and inputting the city coordinate sample point data into a fragment shader of a GPU to obtain a velocity field of the city coordinate sample point; constructing a Voronoi polygon grid in which or around which a preset feature point exists in a unit grid in the GPU with the city coordinate sample point as the center; calculating the distance and comprehensive influence intensity of any pixel point in the fragment shader to all preset feature points to generate a density field with different intensities; performing RGBA texture encoding on particle coordinates in a particle rendering system, decoding and calculating the current position of the particle in the fragment shader; generating different numbers of particles according to the density field with different intensities, and showing the net inflow of the city population by the number of the particles; and updating the particle position according to the velocity field to realize a population flow effect. The application realizes high-performance visualization display of population flow between cities.
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