Geometry Presorting for Implicit Object Space Partitioning
dc.contributor.author | Eisemann, Martin | en_US |
dc.contributor.author | Bauszat, Pablo | en_US |
dc.contributor.author | Guthe, Stefan | en_US |
dc.contributor.author | Magnor, Marcus | en_US |
dc.contributor.editor | Fredo Durand and Diego Gutierrez | en_US |
dc.date.accessioned | 2015-02-28T07:35:34Z | |
dc.date.available | 2015-02-28T07:35:34Z | |
dc.date.issued | 2012 | en_US |
dc.description.abstract | We present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run-time from the scene objects contained therein. By applying a presorting procedure to the geometry, only a known fraction of the geometry is needed to locate the bounding planes of any node. We evaluate the impact of the implicit bounding plane representation and compare our algorithm to a classic bounding volume hierarchy. Though the representation is completely implicit, we still achieve interactive frame rates on commodity hardware. | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 31 | |
dc.identifier.doi | 10.1111/j.1467-8659.2012.03140.x | |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2012.03140.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Raytracing | en_US |
dc.subject | I.3.6 [Computer Graphics] | en_US |
dc.subject | Methodology and Techniques | en_US |
dc.subject | Graphics data structures and data types | en_US |
dc.title | Geometry Presorting for Implicit Object Space Partitioning | en_US |