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Jump flooding in GPU with applications to Voronoi diagram and distance transform

Guodong Rong, Tiow S. Tan
School of Computing, National University of Singapore
In I3D ’06: Proceedings of the 2006 symposium on Interactive 3D graphics and games (2006), pp. 109-116.

@conference{rong2006jump,

   title={Jump flooding in GPU with applications to Voronoi diagram and distance transform},

   author={Rong, G. and Tan, T.S.},

   booktitle={Proceedings of the 2006 symposium on Interactive 3D graphics and games},

   pages={109–116},

   year={2006},

   organization={ACM}

}

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This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant time algorithm on GPU to compute an approximation to the Voronoi diagram of a given set of seeds in a 2D grid. The errors due to the differences between the approximation and the actual Voronoi diagram are hardly noticeable to the naked eye in all our experiments. The same approach can also compute in constant time an approximation to the distance transform of a set of seeds in a 2D grid. In practice, such constant time algorithm is useful to many interactive applications involving, for example, rendering and image processing. Besides the experimental evidences, this paper also confirms quantitatively the effectiveness of jump flooding by analyzing the occurrences of errors. The analysis is a showcase of insights to the jump flooding paradigm, and may be of independent interests to other applications of jump flooding.
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