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Proceedings ArticleDOI

Fast computation of generalized Voronoi diagrams using graphics hardware

01 Jul 1999-pp 277-286
TL;DR: A new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware is presented and the application of this algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects is demonstrated.
Abstract: We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a 2D planar grid of sample points. For each sample point, we compute the closest site and the distance to that site using polygon scan-conversion and the Z-buffer depth comparison. We construct distance meshes for points, line segments, polygons, polyhedra, curves, and curved surfaces in 2D and 3D. We generalize to weighted and farthest-site Voronoi diagrams, and present efficient techniques for computing the Voronoi boundaries, Voronoi neighbors, and the Delaunay triangulation of points. We also show how to adaptively refine the solution through a simple windowing operation. The algorithm has been implemented on SGI workstations and PCs using OpenGL, and applied to complex datasets. We demonstrate the application of our algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.3 [Computer Graphics]: Picture/Image Generation. Additional

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Citations
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Journal ArticleDOI
TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Abstract: The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware. This survey should be of particular interest to researchers who are interested in using the latest GPGPU applications in their systems of interest.

1,998 citations

Proceedings ArticleDOI
01 Jul 2003
TL;DR: This work implemented two basic, broadly useful, computational kernels: a sparse matrix conjugate gradient solver and a regular-grid multigrid solver for high-intensity numerical simulation of geometric flow and fluid simulation on the GPU.
Abstract: Many computer graphics applications require high-intensity numerical simulation. We show that such computations can be performed efficiently on the GPU, which we regard as a full function streaming processor with high floating-point performance. We implemented two basic, broadly useful, computational kernels: a sparse matrix conjugate gradient solver and a regular-grid multigrid solver. Real time applications ranging from mesh smoothing and parameterization to fluid solvers and solid mechanics can greatly benefit from these, evidence our example applications of geometric flow and fluid simulation running on NVIDIA's GeForce FX.

870 citations


Cites methods from "Fast computation of generalized Vor..."

  • ...Employing graphics hardware for purposes it was not designed for has a long tradition [Lengyel et al. 1990; Hoff et al. 1999], including early uses for numerical computing in the context of radiosity [Cohen et al....

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Proceedings ArticleDOI
01 May 2001
TL;DR: A careful design of a key subroutine which labels parts of the MAT as inside or outside of the object, easy in theory but non-trivial in practice is described, which leads to a simple algorithm with theoretical guarantees comparable to those of other surface reconstruction and medial axis approximation algorithms.
Abstract: The power crust is a construction which takes a sample of points from the surface of a three-dimensional object and produces a surface mesh and an approximate medial axis. The approach is to first approximate the medial axis transform (MAT) of the object. We then use an inverse transform to produce the surface representation from the MAT.This idea leads to a simple algorithm with theoretical guarantees comparable to those of other surface reconstruction and medial axis approximation algorithms. It also comes with a guarantee that does not depend in any way on the quality of the input point sample. Any input gives an output surface which is the `watertight' boundary of a three-dimensional polyhedral solid: the solid described by the approximate MAT. This unconditional guarantee makes the algorithm quite robust and eliminates the polygonalization, hole-filling or manifold extraction post-processing steps required in previous surface reconstruction algorithms.In this paper, we use the theory to develop a power crust implementation which is indeed robust for realistic and even difficult samples. We describe the careful design of a key subroutine which labels parts of the MAT as inside or outside of the object, easy in theory but non-trivial in practice. We find that we can handle areas in which the input sampling is scanty or noisy by simply discarding the unreliable parts of the MAT approximation. We demonstrate good empirical results on inputs including models with sharp corners, sparse and unevenly distributed point samples, holes, and noise, both natural and synthetic.We also demonstrate some simple extensions: intentionally leaving holes where there is no data, producing approximate offset surfaces, and simplifying the approximate MAT in a principled way to preserve stable features.

844 citations

Journal ArticleDOI
TL;DR: In this paper, various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed for collision detection of deformable objects in interactive environments for surgery simulation and entertainment technology.
Abstract: Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image-space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.

591 citations

Proceedings ArticleDOI
01 Aug 2001
TL;DR: In this paper, a new technique for surface extraction that performs feature sensitive sampling and thus reduces these alias effects while keeping the simple algorithmic structure of the standard Marching Cubes algorithm is presented.
Abstract: The representation of geometric objects based on volumetric data structures has advantages in many geometry processing applications that require, e.g., fast surface interrogation or boolean operations such as intersection and union. However, surface based algorithms like shape optimization (fairing) or freeform modeling often need a topological manifold representation where neighborhood information within the surface is explicitly available. Consequently, it is necessary to find effective conversion algorithms to generate explicit surface descriptions for the geometry which is implicitly defined by a volumetric data set. Since volume data is usually sampled on a regular grid with a given step width, we often observe severe alias artifacts at sharp features on the extracted surfaces. In this paper we present a new technique for surface extraction that performs feature sensitive sampling and thus reduces these alias effects while keeping the simple algorithmic structure of the standard Marching Cubes algorithm. We demonstrate the effectiveness of the new technique with a number of application examples ranging from CSG modeling and simulation to surface reconstruction and remeshing of polygonal models.

496 citations

References
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Book
01 Jan 1990
TL;DR: This chapter discusses the configuration space of a Rigid Object, the challenges of dealing with uncertainty, and potential field methods for solving these problems.
Abstract: 1 Introduction and Overview.- 2 Configuration Space of a Rigid Object.- 3 Obstacles in Configuration Space.- 4 Roadmap Methods.- 5 Exact Cell Decomposition.- 6 Approximate Cell Decomposition.- 7 Potential Field Methods.- 8 Multiple Moving Objects.- 9 Kinematic Constraints.- 10 Dealing with Uncertainty.- 11 Movable Objects.- Prospects.- Appendix A Basic Mathematics.- Appendix B Computational Complexity.- Appendix C Graph Searching.- Appendix D Sweep-Line Algorithm.- References.

6,186 citations

Journal ArticleDOI
TL;DR: The Voronoi diagram as discussed by the authors divides the plane according to the nearest-neighbor points in the plane, and then divides the vertices of the plane into vertices, where vertices correspond to vertices in a plane.
Abstract: Computational geometry is concerned with the design and analysis of algorithms for geometrical problems. In addition, other more practically oriented, areas of computer science— such as computer graphics, computer-aided design, robotics, pattern recognition, and operations research—give rise to problems that inherently are geometrical. This is one reason computational geometry has attracted enormous research interest in the past decade and is a well-established area today. (For standard sources, we refer to the survey article by Lee and Preparata [19841 and to the textbooks by Preparata and Shames [1985] and Edelsbrunner [1987bl.) Readers familiar with the literature of computational geometry will have noticed, especially in the last few years, an increasing interest in a geometrical construct called the Voronoi diagram. This trend can also be observed in combinatorial geometry and in a considerable number of articles in natural science journals that address the Voronoi diagram under different names specific to the respective area. Given some number of points in the plane, their Voronoi diagram divides the plane according to the nearest-neighbor

4,236 citations


"Fast computation of generalized Vor..." refers methods in this paper

  • ...See the surveys by [ Auren91 ] and [Okabe92] on various algorithms, applications, and generalizations of Voronoi diagrams....

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Book
01 Jan 1992
TL;DR: In this article, the Voronoi diagram generalizations of the Voroni diagram algorithm for computing poisson Voroni diagrams are defined and basic properties of the generalization of Voroni's algorithm are discussed.
Abstract: Definitions and basic properties of the Voronoi diagram generalizations of the Voronoi diagram algorithms for computing Voronoi diagrams poisson Voronoi diagrams spatial interpolation models of spatial processes point pattern analysis locational optimization through Voronoi diagrams.

4,018 citations

Journal ArticleDOI

2,121 citations


"Fast computation of generalized Vor..." refers methods in this paper

  • ...The first presentations of this concept appeared in the work of [Diric50] and [ Voron08 ]....

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Proceedings ArticleDOI
13 Oct 1975
TL;DR: The purpose of this paper is to introduce a single geometric structure, called the Voronoi diagram, which can be constructed rapidly and contains all of the relevant proximity information in only linear space, and is used to obtain O(N log N) algorithms for most of the problems considered.
Abstract: A number of seemingly unrelated problems involving the proximity of N points in the plane are studied, such as finding a Euclidean minimum spanning tree, the smallest circle enclosing the set, k nearest and farthest neighbors, the two closest points, and a proper straight-line triangulation. For most of the problems considered a lower bound of O(N log N) is shown. For all of them the best currently-known upper bound is O(N2) or worse. The purpose of this paper is to introduce a single geometric structure, called the Voronoi diagram, which can be constructed rapidly and contains all of the relevant proximity information in only linear space. The Voronoi diagram is used to obtain O(N log N) algorithms for all of the problems.

1,140 citations


"Fast computation of generalized Vor..." refers methods in this paper

  • ...Among the algorithms known for computing Voronoi diagrams of points in 2D, 3D, and higher dimensions are the divide-andconquer algorithm proposed by [ Shamo75 ] and Fortune’s sweepline algorithm [Fortu86]....

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