Representing objects as rays, or how to pile up an octree?

dc.citation.epage379en_US
dc.citation.issueNumber3en_US
dc.citation.spage373en_US
dc.citation.volumeNumber13en_US
dc.contributor.authorAkman, V.en_US
dc.contributor.authorFranklin, Wm. R.en_US
dc.date.accessioned2016-02-08T10:57:09Z
dc.date.available2016-02-08T10:57:09Z
dc.date.issued1989en_US
dc.departmentDepartment of Computer Engineeringen_US
dc.description.abstractQuadtrees, octrees, and in general k-trees have established themselves as useful hierarchical data structures in computer graphics, image processing, and solid modeling. A fundamental operation in a system based on k-trees is the construction of a k-tree. Here, we review a new way of doing this operation. Basically, we have invented a method to store an object as a set of rays and an algorithm for converting such a set into a k-tree. (For example, in 3D a ray is a thin parallelepiped.) The algorithm is conceptually simple, works for any k, and piles up, using an approach we call stacking, a k-tree from the rays very fast. It produces a minimal k-tree and does not lead to intermediate storage swell. For large-scale realistic objects, which consist of many thousands of rays, the algorithm debunks the "expensive octree creation" myth. © 1989.en_US
dc.description.provenanceMade available in DSpace on 2016-02-08T10:57:09Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 1989en
dc.identifier.doi10.1016/0097-8493(89)90088-5en_US
dc.identifier.issn0097-8493en_US
dc.identifier.urihttp://hdl.handle.net/11693/26249en_US
dc.language.isoEnglishen_US
dc.publisherElsevieren_US
dc.relation.isversionofhttp://dx.doi.org/10.1016/0097-8493(89)90088-5en_US
dc.source.titleComputers and Graphicsen_US
dc.subjectData Processingen_US
dc.subjectImage processingen_US
dc.subjectMathematical techniquesen_US
dc.subjectHierarchical data structuresen_US
dc.subjectOctreesen_US
dc.subjectQuadtreesen_US
dc.subjectComputer graphicsen_US
dc.titleRepresenting objects as rays, or how to pile up an octree?en_US
dc.typeArticleen_US

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