Journal of Computer Science and Technology ›› 2022, Vol. 37 ›› Issue (3): 731-740.doi: 10.1007/s11390-022-0331-x

Special Issue: Computer Graphics and Multimedia

• Regular Paper • Previous Articles    

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

Xiao-Rui Chen1 (陈潇瑞), Min Tang1 (唐敏), Member, CCF, ACM, Cheng Li1 (李澄), Dinesh Manocha2, Member, CCF, ACM, IEEE, and Ruo-Feng Tong1 (童若锋), Member, CCF        

  1. 1Laboratory of Geometry, Image and Video Processing Enterprise Intelligent Computing, College of Computer Science and Technology, Zhejiang University, Hangzhou 310007, China
    2Geometric Algorithms for Modeling, Motion, and Animation Laboratory, University of Maryland, Maryland 20742, U.S.A.
  • Received:2020-03-31 Revised:2022-03-15 Accepted:2022-04-02 Online:2022-05-30 Published:2022-05-30
  • Contact: Xiao-Rui Chen E-mail:chenxiaorui@zju.edu.cn
  • About author:Xiao-Rui Chen received his B.S. degree in computer science from Shandong University, Jinan, in 2016. He is currently working as a Ph.D. candidate in Zhejiang University, Hangzhou. His current research interests include clothes simulation, GPU-algorithm, collision detection, and collision response.
  • Supported by:
    This work was supported by the National Key Research and Development Program of China under Grant No. 2018AAA0102703, and the National Natural Science Foundation of China under Grant Nos. 61972341, 61972342, and 61732015.

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.

Key words: distance field; deformable object; graphics processing unit (GPU); octree; bounding volume hierarchy;

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