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		<title>Suggestions (new threads)</title>
		<link>http://contourtextures.wikidot.com/forum/c-82442/suggestions</link>
		<description>Threads in the forum category &quot;Suggestions&quot; - Do you have a suggestion for improvement? Tell me!</description>
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		<lastBuildDate>Wed, 22 Jul 2026 04:10:23 +0000</lastBuildDate>
		
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				<guid>http://contourtextures.wikidot.com/forum/t-984944</guid>
				<title>Exact EDT?</title>
				<link>http://contourtextures.wikidot.com/forum/t-984944/exact-edt</link>
				<description>JFA is inexact; there exist linear-time EDT algorithms, highly paralleliseable</description>
				<pubDate>Thu, 14 Aug 2014 09:32:56 +0000</pubDate>
				<wikidot:authorName>cbrunschen</wikidot:authorName>				<wikidot:authorUserId>1951915</wikidot:authorUserId>				<content:encoded>
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						 <p>(Sorry for the lack of links; as a low-karma user I am not permitted to post those, it seems. I've tried to give clear references instead; apologies for anything I've gotten wrong.)</p> <p>The <em>Jump Flooding Algorithm</em> (JFA) as used here for calculating the distance transform is fairly quick and produces good, but not exact, results. But there also exist algorithms that produce the <em>exact</em> Euclidean Distance Transform (EDT) in linear time, such as described in <em>A General Algorithm for Computing Distance Transforms in Linear Time</em> (A. Meijster, J.B.T.M. Roerdink, W.H. Hesselink, A general algorithm for computing distance transforms in linear time, Computational Imaging and Vision 18 (8) (2000) 331–340) and <em>A Linear Time Algorithm for Computing Exact Euclidean Distance Transforms of Binary Images in Arbitrary Dimensions</em> (C.R. Maurer, R. Qi, and V. Raghavan, IEEE Transactions on Pattern Analysis and Machine Intelligence, 25(2):265–270, February 2003). This is straightforward to parallelise on CPUs, and has been implemented on GPUs (in Cuda) as well as the <em>Parallel Banding Algorithm</em> (Thanh-Tung Cao, Ke Tang, Anis Mohamed, and Tiow-Seng Tan, Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (I3D '10)).</p> <p>Would some of this be applicable here and possible to adapt to generate the anti-aliased distance transform? An exact algorithm would avoid the (small) errors still present in what Jump-Flooding calculates, and a linear-time algorithm might be able to calculate them a little bit more quickly as well; and a GPU implementation would seem to fit in well to be able to generate them from rendered content in real time within a game.</p> 
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