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
Link To Document