• DocumentCode
    25428
  • Title

    Exact and Adaptive Signed Distance FieldsComputation for Rigid and DeformableModels on GPUs

  • Author

    Fuchang Liu ; Kim, Yong Jun

  • Author_Institution
    Dept. of Comput. Eng., Ewha Womans Univ., Seoul, South Korea
  • Volume
    20
  • Issue
    5
  • fYear
    2014
  • fDate
    May-14
  • Firstpage
    714
  • Lastpage
    725
  • Abstract
    Most techniques for real-time construction of a signed distance field, whether on a CPU or GPU, involve approximate distances. We use a GPU to build an exact adaptive distance field, constructed from an octree by using the Morton code. We use rectangle-swept spheres to construct a bounding volume hierarchy (BVH) around a triangulated model. To speed up BVH construction, we can use a multi-BVH structure to improve the workload balance between GPU processors. An upper bound on distance to the model provided by the octree itself allows us to reduce the number of BVHs involved in determining the distances from the centers of octree nodes at successively lower levels, prior to an exact distance query involving the remaining BVHs. Distance fields can be constructed 35-64 times as fast as a serial CPU implementation of a similar algorithm, allowing us to simulate a piece of fabric interacting with the Stanford Bunny at 20 frames per second.
  • Keywords
    computer graphics; octrees; BVH construction; GPU; Morton code; adaptive distance field; bounding volume hierarchy; exact distance query; octree; real-time construction; rectangle-swept spheres; serial CPU; signed distance field; Adaptation models; Computational modeling; Graphics processing units; Instruction sets; Octrees; Parallel processing; Vectors; Distance fields; GPU; Octree; bounding volume hierarchies; physics simulation;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2013.268
  • Filename
    6684160