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Parallel Poisson Disk Sampling research并行泊松盘采样研究.microsoft
* * * * I saw people fighting in a bar for the dart board. I asked them why. They told me when they play together, their darts landed too close to each other. * I told them if they play by my rule, I can ensure their darts to land at least a certain distance away from each other. The run also runs on a GPU, producing more than 4 million darts per second in parallel. * A Poisson disk set contains samples that are randomly distributed, but remain a minimum distance away from each other. It is a popular sampling pattern, used in many graphics applications. However, it is also hard to generate. Existing methods are sequential, such as dart throwing, where samples are drawn randomly, but rejected if too close to existing samples, and accepted otherwise. * To address this, I have figure out a method to throw darts in parallel. It is faster than existing methods, and produce more than 4 million samples per second. The quality is also good, just like traditional dart throwing. The algorithm is actually derived from texture synthesis (old dog with new tricks). * Parallel samplingSummary for each level low to high for each phase group p parallel: for each cell in p if cell contains no sample draw one sample randomly from the cell domain add the sample if not conflicting existing ones Adaptive sampling Slightly more involved than uniform sampling Parallelizable as well Adaptive sampling Multi-resolution as in uniform sampling But uses adaptive tree instead of uniform grid Subdivide only if possible to add more samples Results Spectrum comparison - 2D dart throwing our method power spectrum (10 run) radial mean radial variance Sampling in higher dimensions Algorithm applicable to 2+ dimension 3D samples power spectrum radial mean radial variance Performance # samples per second 2D 3D 4D 5D 6D O Our method (NVIDIA 8800 GTX) 4.06 M 555 K 42.9 K 2.43 K 179 O Boundary sampling [Dunbar Humphreys 2006] 0.20 M X X X X O Hierarchical dart throwing [White et al. 2007] 0.21
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