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dc.contributor.authorKaluschke, Maxen_US
dc.contributor.authorZimmermann, Uween_US
dc.contributor.authorDanzer, Marinusen_US
dc.contributor.authorZachmann, Gabrielen_US
dc.contributor.authorWeller, Reneen_US
dc.contributor.editorJan Bender and Christian Duriez and Fabrice Jaillet and Gabriel Zachmannen_US
dc.date.accessioned2014-12-16T07:27:41Z
dc.date.available2014-12-16T07:27:41Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-71-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20141220en_US
dc.description.abstractWe present a novel massively-parallel algorithm that allows real-time distance computations between arbitrary 3D objects and unstructured point cloud data. Our main application scenario is collision avoidance for robots in highly dynamic environments that are recorded via a Kinect, but our algorithm can be easily generalized for other applications such as virtual reality. Basically, we represent the 3D object by a bounding volume hierarchy, therefore we adopted the Inner Sphere Trees data structure, and we process all points of the point cloud in parallel using GPU optimized traversal algorithms. Additionally, all parallel threads share a common upper bound in the minimum distance, this leads to a very high culling efficiency. We implemented our algorithm using CUDA and the results show a real-time performance for online captured point clouds. Our algorithm outperforms previous CPU-based approaches by more than an order of magnitude.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectVirtual realityen_US
dc.titleMassively-Parallel Proximity Queries for Point Cloudsen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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