Voronoi diagrams—a survey of a fundamental geometric data structure
ACM Computing Surveys (CSUR)
Volume animation using the skeleton tree
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Distance-ordered homotopic thinning: a skeletonization algorithm for 3D digital images
Computer Vision and Image Understanding
A continuous skeletonization method based on level sets
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
An augmented Fast Marching Method for computing skeletons and centerlines
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Shape Analysis and Classification: Theory and Practice
Shape Analysis and Classification: Theory and Practice
International Journal of Computer Vision
Directional 3D Thinning Using 8 Subiterations
DCGI '99 Proceedings of the 8th International Conference on Discrete Geometry for Computer Imagery
Efficient computation of a simplified medial axis
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Homotopy-preserving medial axis simplification
Proceedings of the 2005 ACM symposium on Solid and physical modeling
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Signed Distance Transform Using Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Generalized distance transforms and skeletons in graphics hardware
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Three-dimensional thinning algorithms on graphics processing units and multicore CPUs
Concurrency and Computation: Practice & Experience
Intensity-Based Skeletonization of CryoEM Gray-Scale Images Using a True Segmentation-Free Algorithm
IEEE/ACM Transactions on Computational Biology and Bioinformatics (TCBB)
ViviSection: skeleton-based volume editing
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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We propose a fast method for computing distance transforms and skeletons of 3D objects using programmable Graphics Processing Units (GPUs) We use an efficient method, called distance splatting, to compute the distance transform, a one-point feature transform, and 3D skeletons We efficiently implement 3D splatting on GPUs using 2D textures and a hierarchical bi-level acceleration scheme We show how to choose near-optimal parameter values to achieve high performance We show 3D skeletonization and object reconstruction examples and compare our performance with similar state-of-the-art methods.