Ray Shooting Amidst Convex Polyhedra and PolyhedralTerrains in Three Dimensions

  • Authors:
  • Pankaj K. Agarwal;Micha Sharir

  • Affiliations:
  • -;-

  • Venue:
  • SIAM Journal on Computing
  • Year:
  • 1996

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Abstract

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 $m \ll n$.