Pk. Agarwal et M. Sharir, RAY SHOOTING AMIDST CONVEX POLYHEDRA AND POLYHEDRAL TERRAINS IN 3 DIMENSIONS, SIAM journal on computing, 25(1), 1996, pp. 100-116
Citations number
32
Categorie Soggetti
Computer Sciences","Computer Science Theory & Methods",Mathematics
We consider the problem of ray shooting in a three-dimensional scene c
onsisting of m (possibly intersecting) convex polyhedra or polyhedral
terrains with a total of n faces, i.e., we want to preprocess them int
o a data structure, so that the first intersection point of a query ra
y and the given polyhedra can be determined quickly. We present a tech
nique that requires O((mn)(2+epsilon)) preprocessing time and storage,
and can answer ray-shooting queries in O(log(2)n) time. This is a sig
nificant improvement over previously known techniques (which require O
(n(4+epsilon)) space and preprocessing) if m is much smaller than n, w
hich is often the case in practice. Next, we present a variant of the
technique that requires O(n(1+epsilon)) space and preprocessing, and a
nswers queries in time O(m(1/4)n(1/2+epsilon)), again a significant im
provement over previous techniques when m << n.