Eisemann, MartinBauszat, PabloGuthe, StefanMagnor, MarcusFredo Durand and Diego Gutierrez2015-02-282015-02-2820121467-8659https://doi.org/10.1111/j.1467-8659.2012.03140.xWe 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.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismRaytracingI.3.6 [Computer Graphics]Methodology and TechniquesGraphics data structures and data typesGeometry Presorting for Implicit Object Space Partitioning10.1111/j.1467-8659.2012.03140.x