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
3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
Study on rasterization algorithm for graphics acceleration system
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
A micro 64-tree structure for accelerating ray tracing on a GPU
Proceedings of Graphics Interface 2013
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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 for this. It can be used for faster collision detection and faster voxelization in interactive ray tracers. The code is available online.