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dc.contributor.authorMorvan, T.en_US
dc.contributor.authorReimers, M.en_US
dc.contributor.authorSamset, E.en_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-02-28T08:25:29Z
dc.date.available2015-02-28T08:25:29Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.02084.xen_US
dc.description.abstractWe present an efficient algorithm for object-space proximity queries between multiple deformable triangular meshes. Our approach uses the rasterization capabilities of the GPU to produce an image-space representation of the vertices. Using this image-space representation, inter-object vertex-triangle distances and closest points lying under a user-defined threshold are computed in parallel by conservative rasterization of bounding primitives and sorted using atomic operations. We additionally introduce a similar technique to detect penetrating vertices. We show how mechanisms of modern GPUs such as mipmapping, Early-Z and Early-Stencil culling can optimize the performance of our method. Our algorithm is able to compute dense proximity information for complex scenes made of more than a hundred thousand triangles in real time, outperforming a CPU implementation based on bounding volume hierarchies by more than an order of magnitude.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleEfficient Image-Based Proximity Queries with Object-Space Precisionen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume31
dc.description.number1


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