between a point and a wide class of geometric primitives. We formulate the
distance computation as an optimization problem and use this framework to
design efficient algorithms for convex polytopes, algebraic primitives and
triangulated models. We extend them to handle large models using bounding
volume hierarchies, and use rasterization hardware followed by local
refinement for higher-order primitives. We use the max-norm distance
computation algorithm to design a reliable voxel-intersection test to
determine whether the surface of a primitive intersects a voxel. We use
this test to perform reliable voxelization of solids and generate adaptive
distance fields that provides a Hausdorff distance guarantee between the
boundary of the original primitives and the reconstructed surface.