Finding Convex Hulls Using Quickhull on the GPU

01/13/2012
by   Stanley Tzeng, et al.
0

We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of problems. Our framework transforms the recursive splitting step into a permutation step that is well-suited for graphics hardware. Our convex hull algorithm of choice is Quickhull. Our parallel Quickhull implementation (for both 2D and 3D cases) achieves an order of magnitude speedup over standard computational geometry libraries.

READ FULL TEXT

Please sign up or login with your details

Forgot password? Click here to reset