ACM Transactions on Graphics (TOG)
Parallel Poisson disk sampling
ACM SIGGRAPH 2008 papers
Improving Chen and Han's algorithm on the discrete geodesic problem
ACM Transactions on Graphics (TOG)
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Blue noise through optimal transport
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Texture brush: an interactive surface texturing interface
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A parallel algorithm for improving the maximal property of Poisson disk sampling in R2 and R3
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
A parallel algorithm for improving the maximal property of Poisson disk sampling
Computer-Aided Design
Splatting lines: an efficient method for illustrating 3D surfaces and volumes
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Sampling plays an important role in a variety of graphics applications. Among existing sampling methods, Poisson disk sampling is popular thanks to its useful statistical property in distribution and the absence of aliasing artifacts. Although many promising algorithms have been proposed for multi-dimensional sampling in Euclidean space, very few research studies have been reported with regard to the problem of generating Poisson disks on surfaces due to the complicated nature of the surface. This still remains a challenge due to the following reasons: first, a surface is a two-dimensional manifold that has arbitrary topology and complicated geometry, and is embedded in R3 or even higher dimensional space. Second, the exact geodesic distance should be used to enforce the minimum distance constraint between any pair of samples. Third, the algorithm should be parallelized such that it can make full use of all available threads. Last but not least, the generated samples should be randomly and uniformly distributed on surfaces, and exhibit the blue noise pattern without bias. Wei [2008] pioneered a parallel Poisson disk sampling algorithm by subdividing the sample domain into grid cells and drawing samples concurrently from multiple cells that are sufficiently far apart to avoid conflicts. Bowers et al. [2010] extended Wei's algorithm to 3D surfaces. Their method is highly efficient, allowing sampling on large-scale models at interactive speed. However, the generated distribution is not fully random since the sequence of processing the phase groups follows a predefined order. Moreover, the approximate geodesic computation in their approach results in large errors in models with rich features and thus compromises the sampling quality.