Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely:  outline and compare two approaches for the computation of the shape diameter function (SDF) on the GPU. The SDF is a scalar function describing the local thickness of an object. It can be used for consistent mesh partitioning and skeletonization. In the first approach,  have reorganized the tracing of rays to be ll suited for the rasterization hardware. To the best of our knowledge, this is the first method to show how to compute the SDF using only the rasterization hardware and without the need of any acceleration data structures. The second approach uses parallel ray casting and octree traversal using OpenCL.  demonstrate that first method achieves similar results as the ray casting using OpenCL, it is faster for large meshes and it simpler to implement. Furthermore,  extend the SDF computation by fast post-processing using texture-space diffusion. Fast SDF computation can be use in many applications such as automatic skeleton extraction demonstrated in the article.
['Martin Madaras', 'Rastislav Kamenický', 'Adam Riečický', 'Andrea Baldacci', 'Paolo Cignoni', 'Roman Ďurikovič', 'Roberto Scopigno']
I am writing a research paper on a idea Fast parallel computation of shape diameter function
[{"from": "human", "value": "I am writing a research paper on a idea Fast parallel computation of shape diameter function"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely:  outline and compare two approaches for the computation of the shape diameter function (SDF) on the GPU. The SDF is a scalar function describing the local thickness of an object. It can be used for consistent mesh partitioning and skeletonization. In the first approach,  have reorganized the tracing of rays to be ll suited for the rasterization hardware. To the best of our knowledge, this is the first method to show how to compute the SDF using only the rasterization hardware and without the need of any acceleration data structures. The second approach uses parallel ray casting and octree traversal using OpenCL.  demonstrate that first method achieves similar results as the ray casting using OpenCL, it is faster for large meshes and it simpler to implement. Furthermore,  extend the SDF computation by fast post-processing using texture-space diffusion. Fast SDF computation can be use in many applications such as automatic skeleton extraction demonstrated in the article."}]