Object representation by means of nonminimal division quadtrees and octrees
ACM Transactions on Graphics (TOG)
Sculpting: an interactive volumetric modeling technique
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Solving the Collision Detection Problem
IEEE Computer Graphics and Applications
Computing
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Navigating through triangle meshes implemented as linear quadtrees
ACM Transactions on Graphics (TOG)
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Resolution adaptive volume sculpting
Graphical Models - Volume modeling
Virtual Reality Technology
Collision Detection
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Collision detection between complex polyhedra
Computers and Graphics
A robust segment/triangle intersection algorithm for interference tests. Efficiency study
Computational Geometry: Theory and Applications
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The localization of the components of an object near to a device before obtaining the real interaction is usually determined by means of a proximity measurement to the device of the object's features. In order to do this efficiently, hierarchical decompositions are used, so that the features of the objects are classified into several types of cells, usually rectangular. In this paper we propose a solution based on the classification of a set of points situated on the device in a little-known spatial decomposition named tetra-tree. Using this type of spatial decomposition gives us several quantitative and qualitative properties that allow us a more realistic and intuitive visual interaction, as well as the possibility of selecting inaccessible components. These features could be used in virtual sculpting or accessibility tasks. In order to show these properties we have compared an interaction system based on tetra-trees to one based on octrees.