We present an interactive algorithm to compute surface distance maps for triangulated models. The distance map represents the distance-to-closest-primitive mapping at each point on the boundary of the mesh. We precompute a surface parameterization and use the parameterization to define an affine transformation for each primitive of the mesh. Our algorithm efficiently computes the distance field by applying the affine transformation of the primitive to the distance functions of the sites. We evaluate the distance functions using texture mapping hardware. In practice, our algorithm can compute high resolution surface distance maps at interactive rates and provides tight error bounds on their accuracy. We use surface distance maps to perform interactive collision and distance queries between complex deformable models. As compared to prior approaches, our distance map computation and collision detection algorithms can provide up to one order of magnitude performance improvement.
Avneesh Sud, Naga K. Govindaraju, Russell Gayle, E