English

Finding Convex Hulls Using Quickhull on the GPU

Computational Geometry 2015-03-20 v1 Data Structures and Algorithms Graphics

Abstract

We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of problems. Our framework transforms the recursive splitting step into a permutation step that is well-suited for graphics hardware. Our convex hull algorithm of choice is Quickhull. Our parallel Quickhull implementation (for both 2D and 3D cases) achieves an order of magnitude speedup over standard computational geometry libraries.

Keywords

Cite

@article{arxiv.1201.2936,
  title  = {Finding Convex Hulls Using Quickhull on the GPU},
  author = {Stanley Tzeng and John D. Owens},
  journal= {arXiv preprint arXiv:1201.2936},
  year   = {2015}
}

Comments

11 pages

R2 v1 2026-06-21T20:04:27.559Z