2019
DOI: 10.1007/s00371-019-01683-w
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Generating signed distance fields on the GPU with ray maps

Abstract: Signed distance fields represent objects as distances to the closest surface points with a sign differentiating inside and outside. We present an algorithm to compute a signed distance field from triangle meshes. All data are kept on the GPU, making it ideal for any pure graphics-based context. We split the algorithm into a fast parallel distance transform and a new method of computing the sign. To determine the sign, we compute the winding number for any point using a ray map, a ray-based data structure that … Show more

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Cited by 7 publications
(1 citation statement)
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“…Another technique [Stevens and McKenna 2018] computes a SDF of a polygon mesh by generating multiple layered depth images [Shade et al 1998], and using them to resolve tessellation inconsistencies to compute signed distances. Krayer and Müller [2019] propose a GPU-based approach based on ray-maps, which is both fast and robust, but does not appear to scale well to large voxel grids.…”
Section: Related Work 21 Robust Voxelizationmentioning
confidence: 99%
“…Another technique [Stevens and McKenna 2018] computes a SDF of a polygon mesh by generating multiple layered depth images [Shade et al 1998], and using them to resolve tessellation inconsistencies to compute signed distances. Krayer and Müller [2019] propose a GPU-based approach based on ray-maps, which is both fast and robust, but does not appear to scale well to large voxel grids.…”
Section: Related Work 21 Robust Voxelizationmentioning
confidence: 99%