Skeletonization and distance transforms of 3D volumes using graphics hardware

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Abstract

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.
Original languageEnglish
Title of host publicationDiscrete Geometry for Computer Imagery (Proceedings 13th International Conference, DGCI 2006, Szeged, Hungary, October 25-27, 2006)
EditorsA. Kuba, L.G. Nyúl, K. Palágyi
Place of PublicationBerlin
PublisherSpringer
Pages617-629
ISBN (Print)3-540-47651-2
DOIs
Publication statusPublished - 2006

Publication series

NameLecture Notes in Computer Science
Volume4245
ISSN (Print)0302-9743

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Dortmont, van, M. A. M. M., Wetering, van de, H. M. M., & Telea, A. C. (2006). Skeletonization and distance transforms of 3D volumes using graphics hardware. In A. Kuba, L. G. Nyúl, & K. Palágyi (Eds.), Discrete Geometry for Computer Imagery (Proceedings 13th International Conference, DGCI 2006, Szeged, Hungary, October 25-27, 2006) (pp. 617-629). (Lecture Notes in Computer Science; Vol. 4245). Berlin: Springer. https://doi.org/10.1007/11907350_52