This paper presents the Saddle Vertex Graph (SVG), a novel solution to the discrete geodesic problem. The SVG is a sparse undirected graph that encodes complete geodesic distance information: a geodesic path on the mesh is equivalent to a shortest path on the SVG, which can be solved efficiently using the shortest path algorithm (e.g., […]

January 10, 2014 by hgpu

In many graphics applications, the computation of exact geodesic distance is very important. However, the high computational cost of the existing geodesic algorithms means that they are not practical for large-scale models or time-critical applications. To tackle this challenge, we propose the parallel Chen-Han (or PCH) algorithm, which extends the classic Chen-Han (CH) discrete geodesic […]

May 8, 2013 by hgpu

We present a novel algorithm to partition large 3D meshes for GPU-accelerated decompression. Our formulation focuses on minimizing the replicated vertices between patches, and balancing the numbers of faces of patches for efficient parallel computing. First we generate a topology model of the original mesh and remove vertex positions. Then we assign the centers of […]

November 7, 2012 by hgpu

In this paper, we present a novel tree-based dynamic programming (TDP) algorithm for efficient stereo reconstruction. We employ the geodesic distance transformation for tree construction, which results in sound image over-segmentation and can be easily parallelized on graphic processing unit (GPU). Instead of building a single tree to convey message in dynamic programming (DP), we […]

August 7, 2011 by hgpu

In recent years, considerable research has been devoted to the efficient representation, modeling, processing and rendering of point-based models (point clouds). Due to their conceptual simplicity and superior flexibility, point-based representations evolved into a valuable alternative to polygonal meshes. This paper explores the problem of extracting direct visibility from point clouds without explicitly reconstructing the […]

May 16, 2011 by hgpu

Path planning is an active topic in the literature, and efficient navigation over non-planar surfaces is an open research question. In this work we present a novel technique for navigation of multiple agents over arbitrary triangular domains. The proposed solution uses a fast hierarchical computation of geodesic distances over triangular meshes to allow interactive frame […]

November 7, 2010 by hgpu