SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Fundamentals of three-dimensional computer graphics
Fundamentals of three-dimensional computer graphics
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Graphics gems
Efficient post-concatenation of transformation matrices
Graphics gems
Graphics gems II
Graphics Gems III
Graphics gems IV
Intersecting a ray with a cylinder
Graphics gems IV
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
A fast triangle-triangle intersection test
Journal of Graphics Tools
Graphics Gems
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
All isomorphic distinct cases for multi-component interfaces in a block
Journal of Computational and Applied Mathematics - Proceedings of the international conference on recent advances in computational mathematics
On the reliability of triangle intersection in 3D
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Product prototyping and manufacturing planning with 5-DOF haptic sculpting and dexel volume updating
HAPTICS'04 Proceedings of the 12th international conference on Haptic interfaces for virtual environment and teleoperator systems
Automatic mesh split-and-merge technique for multiple surface models
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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We describe ERIT, a collection of C routines for efficiently and reliably handling intersection queries between pairs of primitive objects in three dimensions. ERIT supports intersection queries between the following pairs of primitives: triangle/line-segment, triangle/triangle, sphere/line-segment, sphere/triangle, cylinder/line-segment, cylinder/triangle, cylinder/sphere, cone/line-segment, cone/ triangle, toroid/line-segment, toroid/triangle, and sphere/sphere. All intersection routines are based on standard "epsilon-based" floating-point arithmetic. Practical tests have proved that ERIT's routines are efficient and reliable, and we provide performance statistics for three widely-used hardware platforms.