This document describes a new 3D method for efficiently computing and visualizing urban solar radiation based on 3D-2D surface mapping. The method first projects 3D triangular meshes onto 2D raster surfaces to determine solar radiation. It then uses barycentric interpolation to rasterize the positions and surface normals of each triangular mesh onto the 2D raster. An efficient GPU-accelerated algorithm calculates shadow masks and solar radiation for each raster cell. Resulting solar radiation rasters are represented as RGB texture maps for efficient rendering of large 3D urban models.