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By arranging the bounding volumes into a bounding volume hierarchy, the time complexity (the number of tests performed) can be reduced to logarithmic in the number of objects. With such a hierarchy in place, during collision testing, children volumes do not have to be examined if their parent volumes are not intersected (for example, if the ...
Bounding Volume Hierarchy (BVH) a tree structure over a set of 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.
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 ...
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 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 some smaller fraction of an object in high resolution BVHs).
Bounding volume hierarchies (BVHs) are often used to subdivide the scene's space (examples are the BSP tree, the octree and the kd-tree). This allows visibility determination to be performed hierarchically: effectively, if a node in the tree is considered to be invisible , then all of its child nodes are also invisible, and no further ...
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 ...
Bounding volume hierarchy (BVH) Geohash; Grid (spatial index) HHCode; Hilbert R-tree; k-d tree; m-tree – an m-tree index can be used for the efficient resolution of similarity queries on complex objects as compared using an arbitrary metric. Octree; PH-tree; Quadtree; R-tree: Typically the preferred method for indexing spatial data. [6]