GPU Local Triangulation: an Interpolating Surface Reconstruction Algorithm
dc.contributor.author | Buchart, Carlos | en_US |
dc.contributor.author | Borro, Diego | en_US |
dc.contributor.author | Amundarain, Aiert | en_US |
dc.contributor.editor | A. Vilanova, A. Telea, G. Scheuermann, and T. Moeller | en_US |
dc.date.accessioned | 2014-02-21T18:45:04Z | |
dc.date.available | 2014-02-21T18:45:04Z | |
dc.date.issued | 2008 | en_US |
dc.description.abstract | A GPU capable method for surface reconstruction from unorganized point clouds without additional information, called GLT (GPU Local Triangulation), is presented. The main objective of this research is the generation of a GPU interpolating reconstruction based on local Delaunay triangulations, inspired by a pre-existing reconstruction algorithm. Current graphics hardware accelerated algorithms are approximating approaches, where the final triangulation is usually performed through either marching cubes or marching tetrahedras. GPU-compatible methods and data structures to perform normal estimation and the local triangulation have been developed, plus a variation of the Bitonic Merge Sort algorithm to work with multi-lists. Our method shows an average gain of one order of magnitude over previous research. | en_US |
dc.description.number | 3 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2008.01211.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2008.01211.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.title | GPU Local Triangulation: an Interpolating Surface Reconstruction Algorithm | en_US |