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dc.contributor.authorEisemann, Martinen_US
dc.contributor.authorBauszat, Pabloen_US
dc.contributor.authorGuthe, Stefanen_US
dc.contributor.authorMagnor, Marcusen_US
dc.contributor.editorFredo Durand and Diego Gutierrezen_US
dc.date.accessioned2015-02-28T07:35:34Z
dc.date.available2015-02-28T07:35:34Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03140.xen_US
dc.description.abstractWe 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.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectGraphics data structures and data typesen_US
dc.titleGeometry Presorting for Implicit Object Space Partitioningen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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