A GPU-based voxelization approach to 3D Minkowski sum computation

Wei Li, Sara McMains
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引用次数: 28

Abstract

We present a new approach for computing the voxelized Minkowski sum of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum. The remaining surface primitives are then rendered to depth textures along six orthogonal directions to generate an initial solid voxelization of the Minkowski sum. Finally we employ fast flood fill to find all the outside voxels. We generate both solid and surface voxelizations of Minkowski sums without holes and support high volumetric resolution of 10243 with low video memory cost. The whole algorithm runs on the GPU and is at least one order of magnitude faster than existing boundary representation (B-rep) based algorithms for computing Minkowski sums of objects with curved surfaces at similar accuracy. It avoids complex 3D Boolean operations and is easy to implement. The voxelized Minkowski sums can be used in a variety of applications including motion planning and penetration depth computation.
基于gpu的三维闵可夫斯基和体素化方法
我们提出了一种利用可编程图形处理单元(gpu)计算两个多面体对象的体素化Minkowski和的新方法。我们首先剔除那些对闵可夫斯基和的最终边界没有贡献的表面基元。然后沿着六个正交方向将剩余的表面基元渲染为深度纹理,以生成Minkowski和的初始实体体素化。最后,我们使用快速洪水填充找到所有的外部体素。我们生成了无孔Minkowski和的实体和表面体化,并支持10243的高体积分辨率和低显存成本。整个算法在GPU上运行,与现有的基于边界表示(B-rep)的算法相比,至少要快一个数量级,以相似的精度计算曲面对象的Minkowski和。它避免了复杂的三维布尔运算,易于实现。体素化闵可夫斯基和可用于多种应用,包括运动规划和穿透深度计算。
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