High Performance GPU-based Proximity Queries using Distance Fields

dc.contributor.authorMorvan, T.en_US
dc.contributor.authorReimers, M.en_US
dc.contributor.authorSamset, E.en_US
dc.date.accessioned2015-02-21T13:21:51Z
dc.date.available2015-02-21T13:21:51Z
dc.date.issued2008en_US
dc.description.abstractProximity queries such as closest point computation and collision detection have many applications in computer graphics, including computer animation, physics-based modelling, augmented and virtual reality. We present efficient algorithms for proximity queries between a closed rigid object and an arbitrary, possibly deformable, polygonal mesh. Using graphics hardware to densely sample the distance field of the rigid object over the arbitrary mesh, we compute minimal proximity and collision response information on the graphics processing unit (GPU) using blending and depth buffering, as well as parallel reduction techniques, thus minimizing the readback bottleneck. Although limited to image-space resolution, our algorithm provides high and steady performance when compared with other similar algorithms. Proximity queries between arbitrary meshes with hundreds of thousands of triangles and detailed distance fields of rigid objects are computed in a few milliseconds at high-sampling resolution, even in situations with large overlap.en_US
dc.description.number8en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01183.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages2040-2052en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01183.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleHigh Performance GPU-based Proximity Queries using Distance Fieldsen_US
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