Abstract

Point sampling in interiors and on surfaces of 3D bodies has important applications in computer graphics, visualization and physical simulations. Some of those application require certain statistical properties of the generated sample, but many don't and it is often only desired that the final points are distributed quasi regularly, with approximately equal distances to the neighboring points. We present a parallel version of an algorithm for point sampling that supports generation of locally regular point sets, but with globally variable point spacing. The behavior of the algorithm is show-cased on interiors and surfaces of 2D and 3D models. The speedups of the parallel execution are also reported.

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