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dc.contributor.authorBarequet, Gillen_US
dc.contributor.authorChazelle, Bernarden_US
dc.contributor.authorGuibas, Leonidas J.en_US
dc.contributor.authorMitchell, Joseph S.B.en_US
dc.contributor.authorTal, Ayelleten_US
dc.date.accessioned2014-10-21T07:43:42Z
dc.date.available2014-10-21T07:43:42Z
dc.date.issued1996en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.1530387en_US
dc.description.abstractWe 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.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleBOXTREE: A Hierarchical Representation for Surfaces in 3Den_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume15en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.1530387en_US
dc.identifier.pages387-396en_US


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