dc.contributor.author | Barequet, Gill | en_US |
dc.contributor.author | Chazelle, Bernard | en_US |
dc.contributor.author | Guibas, Leonidas J. | en_US |
dc.contributor.author | Mitchell, Joseph S.B. | en_US |
dc.contributor.author | Tal, Ayellet | en_US |
dc.date.accessioned | 2014-10-21T07:43:42Z | |
dc.date.available | 2014-10-21T07:43:42Z | |
dc.date.issued | 1996 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/1467-8659.1530387 | en_US |
dc.description.abstract | We introduce the boxtree, a versatile data structure for representing triangulated or meshed surfaces in 3D. A boxtree is a hierarchical structure of nested boxes that supports efficient ray tracing and collision detection. It is simple and robust, and requires minimal space. In situations where storage is at a premium, boxtrees are effective alternatives to octrees and BSP trees. They are also more flexible and efficient than R-trees, and nearly as simple to implement. | en_US |
dc.publisher | Blackwell Science Ltd and the Eurographics Association | en_US |
dc.title | BOXTREE: A Hierarchical Representation for Surfaces in 3D | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 15 | en_US |
dc.description.number | 3 | en_US |
dc.identifier.doi | 10.1111/1467-8659.1530387 | en_US |
dc.identifier.pages | 387-396 | en_US |