Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
Interactive and anisotropic geometry processing using the screened Poisson equation
ACM SIGGRAPH 2011 papers
Implicit and dynamic trees for high performance rendering
Proceedings of Graphics Interface 2011
KinectFusion: real-time 3D reconstruction and interaction using a moving depth camera
Proceedings of the 24th annual ACM symposium on User interface software and technology
Speeding up large-scale geospatial polygon rasterization on GPGPUs
Proceedings of the ACM SIGSPATIAL Second International Workshop on High Performance and Distributed Geographic Information Systems
Softshell: dynamic scheduling on GPUs
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Parallel Delaunay triangulation-Application to two dimensions
Finite Elements in Analysis and Design
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Maximizing parallelism in the construction of BVHs, octrees, and k-d trees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
kANN on the GPU with shifted sorting
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Delaunay triangulation of non-uniform point distributions by means of multi-grid insertion
Finite Elements in Analysis and Design
Understanding the performance of concurrent data structures on graphics processors
Euro-Par'12 Proceedings of the 18th international conference on Parallel Processing
A memory-efficient kinectfusion using octree
CVM'12 Proceedings of the First international conference on Computational Visual Media
Octree-based fusion for realtime 3D reconstruction
Graphical Models
Scalable real-time volumetric surface reconstruction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
Real-time 3D reconstruction at scale using voxel hashing
ACM Transactions on Graphics (TOG)
A classification of scientific visualization algorithms for massive threading
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Multi-resolution surfel maps for efficient dense 3D modeling and tracking
Journal of Visual Communication and Image Representation
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We present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit function over the space of the octree, and finally extracts an isosurface as a watertight triangle mesh. A key component of our algorithm is a novel technique for octree construction on the GPU. This technique builds octrees in real time and uses level-order traversals to exploit the fine-grained parallelism of the GPU. Moreover, the technique produces octrees that provide fast access to the neighborhood information of each octree node, which is critical for fast GPU surface reconstruction. With an octree so constructed, our GPU algorithm performs Poisson surface reconstruction, which produces high-quality surfaces through a global optimization. Given a set of 500K points, our algorithm runs at the rate of about five frames per second, which is over two orders of magnitude faster than previous CPU algorithms. To demonstrate the potential of our algorithm, we propose a user-guided surface reconstruction technique which reduces the topological ambiguity and improves reconstruction results for imperfect scan data. We also show how to use our algorithm to perform on-the-fly conversion from dynamic point clouds to surfaces as well as to reconstruct fluid surfaces for real-time fluid simulation.