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 *** a...
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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 *** approach is based on constructing a bounding volume hierarchy(BVH)and we use that hierarchy to generate an octree-based *** exploit the coherence between successive frames and sort the grid points of the octree to accelerate the *** approach is applicable to rigid and deformable *** GPU-based(graphics processing unit based)algorithm is about 20x--50x faster than current mainstream central processing unit based *** BADF algorithm can construct the distance fields for deformable models with 60k triangles at interactive rates on an NVIDIA GTX GeForce ***,we observe 3x speedup over prior GPU-based ADF algorithms.
作者:
Obrul, DenisŽalik, BorutUniversity of Maribor
Faculty of Electrical Engineering and Computer Science Laboratory for Geometric Modeling and Multimedia Algorithms Smetanova 17 SI-2000 Maribor Slovenia
A new solution for progressive transfer and visualization of compressed DICOM volumetric medical data through the Internet is presented. A quadtree-based method is used for volumetric medical data compression, while t...
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ISBN:
(纸本)9781601321541
A new solution for progressive transfer and visualization of compressed DICOM volumetric medical data through the Internet is presented. A quadtree-based method is used for volumetric medical data compression, while textual information is compressed using a predictable scheme. Decompression and visualization is implemented in a Java applet that resides on the server and also enables basic interaction with the volumetric medical object, even during the transfer and decompression time. Experiments have shown that visually useable information is obtained between 70% and 80% faster than with classical methods.
The paper describes an extended algorithm for solving the point-in-polygon problem. The polygon in this case consists of straight edges and also from circular arcs. The algorithm uses the classical ray intersection me...
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The paper describes an extended algorithm for solving the point-in-polygon problem. The polygon in this case consists of straight edges and also from circular arcs. The algorithm uses the classical ray intersection method. The difference is that we now have two types of geometric objects to test for intersections. Processing is done with simple and efficient tests, which quickly answer our question. By the use of appropriate data structure, this task can be done safely and easily. Despite the extension of the classical ray intersection method, the algorithm still runs in linear time complexity.
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