Efficient algorithms for geometric optimization
ACM Computing Surveys (CSUR)
Visibility and its dynamics in a PDE based implicit framework
Journal of Computational Physics
Ray shooting and stone throwing with near-linear storage
Computational Geometry: Theory and Applications
Properties of a Level Set Algorithm for the Visibility Problems
Journal of Scientific Computing
Line transversals of convex polyhedra in R3
SODA '09 Proceedings of the twentieth Annual ACM-SIAM Symposium on Discrete Algorithms
Ray shooting and stone throwing with near-linear storage
Computational Geometry: Theory and Applications
Linear data structures for fast ray-shooting amidst convex polyhedra
ESA'07 Proceedings of the 15th annual European conference on Algorithms
Line Transversals of Convex Polyhedra in $\mathbb{R}^3$
SIAM Journal on Computing
Multiview visibility estimation for image-based modeling
Journal of Computer Science and Technology - Special issue on Natural Language Processing
Information-Seeking Control Under Visibility-Based Uncertainty
Journal of Mathematical Imaging and Vision
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We consider the problem of ray shooting in a three-dimensional scene consisting of $m$ (possibly intersecting) convex polyhedra or polyhedral terrains with a total of $n$ faces, i.e., we want to preprocess them into a data structure, so that the first intersection point of a query ray and the given polyhedra can be determined quickly. We present a technique that requires $O((mn)^{2+\eps})$ preprocessing time and storage, and can answer ray-shooting queries in $O(\log^2 n)$ time. This is a significant improvement over previously known techniques (which require $O(n^{4+\eps})$ space and preprocessing) if $m$ is much smaller than $n$, which is often the case in practice. Next, we present a variant of the technique that requires $O(n^{1+\eps})$ space and preprocessing, and answers queries in time $O(m^{1/4}n^{1/2+\eps})$, again a significant improvement over previous techniques when $m \ll n$.