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 :
بازگشت