GPU-based euclidean distance transforms and their application to volume rendering

Jens Schneider*, Martin Kraus, Rüdiger Westermann

*Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    12 Scopus citations

    Abstract

    We present discrete 2D and 3D distance transforms based on the vector propagation algorithm by Danielsson. Like other vector propagation algorithms, the proposed method is close to exact, i.e., the error can be strictly bounded from above and is significantly smaller than one pixel. Our contribution is that the algorithm runs entirely on consumer class graphics hardware, thereby achieving a throughput of up to 96 Mpixels/s. Therefore, the proposed method can be used in a wide range of applications that rely on both high speed and high quality. The usability of our approach is demonstrated in the context of hardware-accelerated volumetric isosurface raycasting.

    Original languageEnglish (US)
    Title of host publicationComputer Vision, Imaging and Computer Graphics
    Subtitle of host publicationTheory and Applications - International Joint Conference, VISIGRAPP 2009, Revised Selected Papers
    Pages215-228
    Number of pages14
    DOIs
    StatePublished - 2010
    EventInternational Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2009 - Lisboa, Portugal
    Duration: Feb 5 2009Feb 8 2009

    Publication series

    NameCommunications in Computer and Information Science
    Volume68 CCIS
    ISSN (Print)1865-0929

    Other

    OtherInternational Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2009
    Country/TerritoryPortugal
    CityLisboa
    Period02/5/0902/8/09

    ASJC Scopus subject areas

    • General Computer Science
    • General Mathematics

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