Representing objects as rays, or how to pile up an octree?
dc.citation.epage | 379 | en_US |
dc.citation.issueNumber | 3 | en_US |
dc.citation.spage | 373 | en_US |
dc.citation.volumeNumber | 13 | en_US |
dc.contributor.author | Akman, V. | en_US |
dc.contributor.author | Franklin, Wm. R. | en_US |
dc.date.accessioned | 2016-02-08T10:57:09Z | |
dc.date.available | 2016-02-08T10:57:09Z | |
dc.date.issued | 1989 | en_US |
dc.department | Department of Computer Engineering | en_US |
dc.description.abstract | Quadtrees, 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.provenance | Made 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: 1989 | en |
dc.identifier.doi | 10.1016/0097-8493(89)90088-5 | en_US |
dc.identifier.issn | 0097-8493 | en_US |
dc.identifier.uri | http://hdl.handle.net/11693/26249 | en_US |
dc.language.iso | English | en_US |
dc.publisher | Elsevier | en_US |
dc.relation.isversionof | http://dx.doi.org/10.1016/0097-8493(89)90088-5 | en_US |
dc.source.title | Computers and Graphics | en_US |
dc.subject | Data Processing | en_US |
dc.subject | Image processing | en_US |
dc.subject | Mathematical techniques | en_US |
dc.subject | Hierarchical data structures | en_US |
dc.subject | Octrees | en_US |
dc.subject | Quadtrees | en_US |
dc.subject | Computer graphics | en_US |
dc.title | Representing objects as rays, or how to pile up an octree? | en_US |
dc.type | Article | en_US |
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