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An example of a bounding volume hierarchy using rectangles as bounding volumes. A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes.
Collision is determined by doing a tree traversal starting from the root. If the bounding volume of the root doesn't intersect with the object of interest, the traversal can be stopped. If, however there is an intersection, the traversal proceeds and checks the branches for each there is an intersection. Branches for which there is no ...
In physical simulations, sweep and prune is a broad phase algorithm used during collision detection to limit the number of pairs of solids that need to be checked for collision, i.e. intersection. This is achieved by sorting the starts (lower bound) and ends (upper bound) of the bounding volume of each solid along a number of arbitrary axes. As ...
A BVH is a spatial structure, but doesn't have to partition the geometry (see spatial partitioning below). A BVH is a tree of bounding volumes (often spheres, axis-aligned bounding boxes or oriented bounding boxes). At the bottom of the hierarchy, the size of the volume is just large enough to encompass a single object tightly (or possibly even ...
A bounding box or minimum bounding box (MBB) is a cuboid, or in 2-D a rectangle, containing the object. In dynamical simulation, bounding boxes are preferred to other shapes of bounding volume such as bounding spheres or cylinders for objects that are roughly cuboid in shape when the intersection test needs to be fairly accurate. The benefit is ...
Bounding volume hierarchy, also referred to as bounding volume tree (BV-tree, BVT) Boyer–Moore string-search algorithm; Boyer–Moore–Horspool algorithm; bozo sort; B+ tree; BPP (complexity) Bradford's law; branch (as in control flow) branch (as in revision control) branch and bound; breadth-first search; Bresenham's line algorithm; brick ...
Given two nested, convex, closed surfaces ,, with nested inside , the probability of a random line intersecting the inner surface , conditional on it intersecting the outer surface , is (|) = This is the justification for the surface area heuristic in bounding volume hierarchy.
Added bounding volume hierarchy (BVH) algorithms and structures. Introduced multi-threaded version of Boolean operation algorithm. Introduced limited OpenGL ES 2.0 support in 3D viewer. Added VIS–TKIVtk component [7] providing a B-Rep shape presentation builder for VTK viewer. Added support of stereoscopic displays [8] within 3D viewer.