Computing shortest path maps with GPU shaders
Carlo Camporesi, Marcelo Kallmann
Motion in Games, November 2014, pp. 97--102.
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.
Article URL: http://dx.doi.org/10.1145/2668064.2668092
BibTeX format:
@inproceedings{Camporesi:2014:CSP,
  author = {Carlo Camporesi and Marcelo Kallmann},
  title = {Computing shortest path maps with GPU shaders},
  booktitle = {Motion in Games},
  pages = {97--102},
  month = nov,
  year = {2014},
}
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