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

  • Technical University of Munich

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
Title of host publicationComputer Vision, Imaging and Computer Graphics
Subtitle of host publicationTheory and Applications - International Joint Conference, VISIGRAPP 2009, Revised Selected Papers
PublisherSpringer Verlag
Pages215-228
Number of pages14
ISBN (Print)3642118399, 9783642118395
DOIs
StatePublished - 2010

Publication series

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

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