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Generating signed distance fields on the GPU with ray maps
DOI:10.1007/s00371-019-01683-w.png)
摘要
En 中文
Signed distance fields represent objects as distances to the closest surface points with a sign differentiating inside and outside. We present an algorithm to compute a signed distance field from triangle meshes. All data are kept on the GPU, making it ideal for any pure graphics-based context. We split the algorithm into a fast parallel distance transform and a new method of computing the sign. To determine the sign, we compute the winding number for any point using a ray map, a ray-based data structure that preserves geometric meaning while reducing the amount of work to be done for ray tests. Based on that structure, we devise a simple parallel algorithm to sample an exponentially growing number of rays to cope with meshes having deficiencies such as holes or self-intersections. We demonstrate how our method is both fast and able to handle imperfect meshes.
Keyword:
Signed distance fields
Geometric algorithms
Object representation
GPGPU
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期刊
IF:
2.9
论文数:
4.6K
被引数:
6.5K
机构
引用论文
Sphere tracing: A geometric method for the antialiased ray tracing of implicit surfaces
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