Graphics Gems III
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time rendering
Graphical Models - Special issue on SMI 2004
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
A flexible framework for surface reconstruction from large point sets
Computers and Graphics
Tour generation for exploration of 3D virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
A pattern matching technique for detecting similar 3D terrain segments
AIKED'05 Proceedings of the 4th WSEAS International Conference on Artificial Intelligence, Knowledge Engineering Data Bases
International Journal of Parallel, Emergent and Distributed Systems
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Precise global collision detection in multi-axis NC-machining
Computer-Aided Design
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Direct ray tracing of phong tessellation
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
A dynamic surface reconstruction framework for large unstructured point sets
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Computing local signed distance fields for large polygonal models
EuroVis'08 Proceedings of the 10th Joint Eurographics / IEEE - VGTC conference on Visualization
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
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A fast routine for testing whether a triangle and a box are overlapping in three dimensions is presented. The test is derived using the separating axis theorem, whereafter the test is simplified and the code is optimized for speed. We show that this approach is 2.3 vs. 3.8 (PC vs. Sun) times faster than previous routines. It can be used for faster collision detection and faster voxelization in interactive ray tracers. The code is available online.