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Interactive 3D distance field computation using linear factorization

Published: 14 March 2006 Publication History

Abstract

We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance field for each slice of a uniform spatial grid. We express the non-linear distance function of each primitive as a dot product of linear factors. The linear terms are efficiently computed using texture mapping hardware. We also improve the performance by using culling techniques that reduce the number of distance function evaluations using bounds on Voronoi regions of the primitives. Our algorithm involves no preprocessing and is able to handle complex deforming models at interactive rates. We have implemented our algorithm on a PC with NVIDIA GeForce 7800 GPU and applied it to models composed of thousands of triangles. We demonstrate its application to medial axis approximation and proximity computations between rigid and deformable models. In practice, our algorithm is more accurate and almost one order of magnitude faster as compared to previous distance computation algorithms that use graphics hardware.

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cover image ACM Conferences
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games
March 2006
231 pages
ISBN:159593295X
DOI:10.1145/1111411
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 14 March 2006

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Author Tags

  1. collision detection
  2. distance field
  3. generalized voronoi diagram
  4. graphics hardware
  5. medial-axis transform
  6. texture mapping

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2023)Adaptive approximation of signed distance fields through piecewise continuous interpolationComputers & Graphics10.1016/j.cag.2023.06.020114(337-346)Online publication date: Aug-2023
  • (2020)Efficient 2D simulation on moving 3D surfacesProceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1111/cgf.14098(1-12)Online publication date: 6-Oct-2020
  • (2019)Real-Time Collision Detection for Deformable Characters with Radial FieldsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.285992425:8(2611-2622)Online publication date: 1-Aug-2019
  • (2019)A Work Efficient Parallel Algorithm for Exact Euclidean Distance TransformIEEE Transactions on Image Processing10.1109/TIP.2019.291674128:11(5322-5335)Online publication date: Nov-2019
  • (2019)Generating signed distance fields on the GPU with ray mapsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-019-01683-w35:6-8(961-971)Online publication date: 1-Jun-2019
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