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dc.contributor.authorAr, Sigalen_US
dc.contributor.authorMontag, Gilen_US
dc.contributor.authorTal, Ayelleten_US
dc.date.accessioned2015-02-16T11:47:31Z
dc.date.available2015-02-16T11:47:31Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.t01-1-00586en_US
dc.description.abstractbsptrees and KD trees are fundamental data structures for collision detection in walkthrough environments. A basic issue in the construction of these hierarchical data structures is the choice of cutting planes. Rather than base these choices solely on the properties of the scene, we propose using information about how the tree is used in order to determine its structure. We demonstrate how this leads to the creation ofbsptrees that are small, do not require much preprocessing time, and respond very efficiently to sequences of collision queries.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling I.3.6 [Computer Graphics]: Graphics data structures and data types, Interaction techniques I.3.7 [Computer Graphics]: Virtual realityen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleDeferred, Self-Organizing BSP Treesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.t01-1-00586en_US
dc.identifier.pages269-278en_US


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