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ERIT  A Collection of Efficient and Reliable Intersection Tests
 Journal of Graphics Tools
, 1998
"... We describe ERIT, a collection of C routines for efficiently and reliably handling intersection queries between pairs of primitive objects in 3D. ERIT supports intersection queries between the following pairs of primitives: triangle/linesegment, triangle/triangle, sphere/linesegment, sphere/triangl ..."
Abstract

Cited by 19 (0 self)
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We describe ERIT, a collection of C routines for efficiently and reliably handling intersection queries between pairs of primitive objects in 3D. ERIT supports intersection queries between the following pairs of primitives: triangle/linesegment, triangle/triangle, sphere/linesegment, sphere/triangle, cylinder/linesegment, cylinder/triangle, cylinder/sphere, cone/linesegment, cone/triangle, toroid/linesegment, toroid/triangle, and sphere/sphere. All intersection routines are based on standard `epsilonbased' floatingpoint arithmetic. Practical tests have proved that ERIT's routines are efficient and reliable, and we provide performance statistics for three widelyused hardware platforms. The source code for ERIT is available from the author. 1 Introduction 1.1 Motivation and Related Work Checking whether two primitives (e.g., two triangles) intersect in three dimensions (3D) is common in graphics. An implementation should be efficient and reliable. Handling all degenerate cases ...
SelfCustomized BSP Trees for Collision Detection
, 2000
"... The ability to perform efficient collision detection is essential in virtual reality environments and their applications, such as walkthroughs. In this paper we reexplore a classical structure used for collision detection  the binary space partitioning tree. Unlike the common approach, which a ..."
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Cited by 14 (1 self)
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The ability to perform efficient collision detection is essential in virtual reality environments and their applications, such as walkthroughs. In this paper we reexplore a classical structure used for collision detection  the binary space partitioning tree. Unlike the common approach, which attributes equal likelihood to each possible query, we assume events that happened in the past are more likely to happen again in the future. This leads us to the definition of selfcustomized data structures. We report encouraging results obtained while experimenting with this concept in the context of selfcustomized bsp trees. Keywords: Collision detection, binary space partitioning, selfcustomization. 1 Introduction Virtual reality refers to the use of computer graphics to simulate physical worlds or to generate synthetic ones, where a user is to feel immersed in the environment to the extent that the user feels as if "objects" seen are really there. For example, "objects" should m...
Geometric intersection
 Handbook of Discrete and Computational Geometry, chapter 33
, 1997
"... Detecting whether two geometric objects intersect and computing the region of intersection are fundamental problems in computational geometry. Geometric intersection problems arise naturally in a number of applications. Examples include geometric packing and covering, wire and component layout in VL ..."
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Cited by 5 (0 self)
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Detecting whether two geometric objects intersect and computing the region of intersection are fundamental problems in computational geometry. Geometric intersection problems arise naturally in a number of applications. Examples include geometric packing and covering, wire and component layout in VLSI, map overlay
Direct Ray Tracing of Phong Tessellation
"... There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton’s method. Both methods are computationally expensive and c ..."
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There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton’s method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way. Categories and Subject Descriptors (according to ACM CCS): Graphics and Realism—Raytracing