Computing shortest path maps with GPU shaders

C. Camporesi, Marcelo Kallmann
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引用次数: 10

Abstract

We present in this paper a new GPU-based approach to compute Shortest Path Maps (SPMs) from a source point in a polygonal domain. Our method takes advantage of GPU polygon rasterization with shader programming. After encoding the SPM in the frame buffer, globally shortest paths are efficiently computed in time proportional to the number of vertices in the path, and length queries are computed in constant time. We have evaluated our method in multiple environments and our results show a significant speedup in comparison to previous approaches.
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使用GPU着色器计算最短路径映射
本文提出了一种基于gpu的多边形域源点最短路径映射(SPMs)计算方法。我们的方法利用了GPU多边形光栅化和着色器编程的优势。在帧缓冲区中编码SPM后,根据路径中顶点数的比例计算全局最短路径,并在常数时间内计算长度查询。我们已经在多种环境中评估了我们的方法,我们的结果表明,与以前的方法相比,我们的方法有了显著的加速。
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