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Fast exact and approximate geodesics on meshes

Published:01 July 2005Publication History
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Abstract

The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of the exact "single source, all destination" algorithm presented by Mitchell, Mount, and Papadimitriou (MMP). We show that the algorithm runs much faster in practice than suggested by worst case analysis. Next, we extend the algorithm with a merging operation to obtain computationally efficient and accurate approximations with bounded error. Finally, to compute the shortest path between two given points, we use a lower-bound property of our approximate geodesic algorithm to efficiently prune the frontier of the MMP algorithm. thereby obtaining an exact solution even more quickly.

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            cover image ACM Transactions on Graphics
            ACM Transactions on Graphics  Volume 24, Issue 3
            July 2005
            826 pages
            ISSN:0730-0301
            EISSN:1557-7368
            DOI:10.1145/1073204
            Issue’s Table of Contents

            Copyright © 2005 ACM

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            • Published: 1 July 2005
            Published in tog Volume 24, Issue 3

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