Abstract
We propose a fast method for computing distance transforms and skeletons of 3D objects using programmable Graphics Processing Units (GPUs). We use an efficient method, called distance splatting, to compute the distance transform, a one-point feature transform, and 3D skeletons. We efficiently implement 3D splatting on GPUs using 2D textures and a hierarchical bi-level acceleration scheme. We show how to choose near-optimal parameter values to achieve high performance. We show 3D skeletonization and object reconstruction examples and compare our performance with similar state-of-the-art methods.
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van Dortmont, M.A.M.M., van de Wetering, H.M.M., Telea, A.C. (2006). Skeletonization and Distance Transforms of 3D Volumes Using Graphics Hardware. In: Kuba, A., Nyúl, L.G., Palágyi, K. (eds) Discrete Geometry for Computer Imagery. DGCI 2006. Lecture Notes in Computer Science, vol 4245. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11907350_52
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DOI: https://doi.org/10.1007/11907350_52
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