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Content available remote Building optimal bounding volumes for real-time 3D visualization
EN
Bounding volume hierarchies are widely employed in many areas of Computer Graphics. Usually they are used as crude approximations of scene geometry to speed up time-consuming computations such as visibility tests for frustum culling,ray shooting, etc. A number of bounding volume types have been disscrused by various researchers. They include bounding spheres,(14), axis-aligned and oriented bounding boxes (OBBs), (12,13) ,and others. Although it is practically possible to use any of these bounding volumes, some types prove to be particulary useful ib certain applications. E. g., Gottschalk et al. ([13]) used OBBs to implement a very effective exact collision detection scheme. In this paper we address the problem of efficient bounding volume selection, the solution of which allows us to significantly accelerate such operations as visibility tests for frustum culling and ray shooting. We prove that minimal surface area (minimal perimter in 2D) oriented bounding box is optimal among all the oriented bounding boxes whit respect to the tree operations stated agove. Then,we develop a numbers of algorithms to create optimal oriented bounding boxes and thier approximations and finaly discuss the results of our practical implementation.
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