BADF: Bounding Volume Hierarchies Centric Adaptive Distance Field Computation for Deformable Objects on GPUs

BADF: Bounding Volume Hierarchies Centric Adaptive Distance Field Computation for Deformable Objects on GPUs
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BADF:GPU 上可变形物体的以边界体积层次为中心的自适应距离场计算

DOI:
10.1007/s11390-022-0331-x
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发表时间:
2022-05
影响因子:
0.7
通讯作者:
Tong Ruofeng
Tong Ruofeng
中科院分区:
--
文献类型:
--
作者:
Chen Xiaorui;Tang Min;Li Cheng;Manocha Dinesh;Tong Ruofeng

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我们提出了一种新颖的算法BADF(基于包围体层次结构的自适应距离场),用于在图形处理单元上加速刚性和可变形模型的ADF(自适应距离场)构建。我们的方法基于构建一个包围体层次结构(BVH),并且我们利用该层次结构来生成一个基于八叉树的ADF。我们利用连续帧之间的连贯性,并对八叉树的网格点进行排序以加速计算。我们的方法适用于刚性和可变形模型。我们基于GPU(图形处理单元)的算法比当前主流的基于中央处理器的算法快约20到50倍。我们的BADF算法能够在NVIDIA GTX GeForce 1060上以交互速率为具有60k个三角形的可变形模型构建距离场。此外,我们观察到比先前基于GPU的ADF算法快3倍。
We present a novel algorithm BADF (Bounding Volume Hierarchy Based Adaptive Distance Fields) for accelerating the construction of ADFs (adaptive distance fields) of rigid and deformable models on graphics processing units. Our approach is based on constructing a bounding volume hierarchy (BVH) and we use that hierarchy to generate an octree-based ADF. We exploit the coherence between successive frames and sort the grid points of the octree to accelerate the computation. Our approach is applicable to rigid and deformable models. Our GPU-based (graphics processing unit based) algorithm is about 20x–50x faster than current mainstream central processing unit based algorithms. Our BADF algorithm can construct the distance fields for deformable models with 60k triangles at interactive rates on an NVIDIA GTX GeForce 1060. Moreover, we observe 3x speedup over prior GPU-based ADF algorithms.
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发表时间: 2011-05
影响因子: 5.2
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