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参考

[1]       Joseph O'Rourke. "Finding minimal enclosing boxes." International journal of computer & information sciences, vol.14, no.3, pp.183-199, 1985.

[2]       David H. Eberly. 3D game engine design: a practical approach to real-time computer graphics. CRC Press, 2006.

[3]       Gill Barequet, and Sariel Har-Peled. "Efficiently approximating the minimum-volume bounding box of a point set in three dimensions." Journal of Algorithms, vol.38, no.1, pp.91-109, 2001.

[4]       Stefan Gottschalk. "Collision queries using oriented bounding boxes." Diss. The University of North Carolina, 2000.

[5]       Stefan Gottschalk, Ming C. Lin, and Dinesh Manocha. "OBBTree: A hierarchical structure for rapid interference detection." SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. ACM, 1996.

[6]       Gmm++. website, <http://download.gna.org/getfem/html/homepage/gmm.html> last access in June 2014.

[7]       Jack Ritter. "An efficient bounding sphere." Graphics gems. Academic Press Professional, Inc., 1990.

[8]       Xiaolin Wu. "A linear-time simple bounding volume algorithm." Graphics Gems III. Academic Press Professional, Inc., 1992.

[9]       Nimrod Megiddo. "Linear-time algorithms for linear programming in R3 and related problems," Foundations of Computer Science, 1982. SFCS '08. 23rd Annual Symposium on, pp.329-338, 1982.

[10]   Emo Welzl. "Smallest enclosing disks (balls and ellipsoids)." Springer Berlin Heidelberg, 1991.

[11]   Bernd Gärtner. "Fast and robust smallest enclosing balls." Algorithms-ESA’99. Springer Berlin Heidelberg, pp.325-338, 1999.

[12]   Bernd Gärtner. "Smallest Enclosing Balls of Points - Fast and Robust in C++." website, <http://www.inf.ethz.ch/personal/gaertner/miniball.html>, last access in June 2014.

[13]   Computational Geometry Algorithms Library (CGAL). website,<https://www.cgal.org/>, last access in June 2014.

[14]   Tomas Akenine-Möller, Eric Haines, and Naty Hoffman. Real-time rendering, second edition. AK, 2002.

[15]  Philip J. Schneider, and David H. Eberly. Geometric Tools for Computer Graphics. Morgan Kaufmann, 2002.

[16]   Andrew Woo. "Fast ray-box intersection." Graphics Gems. Academic Press Professional, Inc., 1990.

[17]   Eric Haines. "Essential Ray Tracing Algorithms." An introduction to ray tracing. pp.33, 1989 .

[18]   Douglas Voorhies. "Triangle-cube intersection." Graphics Gems III. Academic Press Professional, Inc., 1992.

[19]   Daniel Green, and Don Hatch. "Fast polygon-cube intersection testing." Graphics Gems V. Academic Press Professional, Inc., 1995.

[20]   Tomas Akenine-Möllser. "Fast 3D Triangle-Box Overlap Testing." Journal of Graphics Tools,vol.6, no.1, pp.29-33, 2001.

[21]   Eric Haines, "Graphics Gems Repository." website, <http://tog.acm.org/resources/GraphicsGems/> last access in June 2014.

[22]   A. Gregory, et al. "H-COLLIDE: A framework for fast and accurate collision detection for haptic interaction." In Proceedings of Virtual Reality Conference. 1999.

[23]   Wikipedia. “bounding volume.” website<http://en.wikipedia.org/wiki/Bounding_volume>.

[24]   Mathforum.org.”Bounding Volumes.” website< http://mathforum.org/mathimages/index.php/ Bounding_Volumes>.

[25]   J. T. Klosowski, M. Held, J. S. B. Mitchell, H. Sowizral, and K. Zikan. "Efficient collision detection using bounding volume hierarchies of k-DOPs. " IEEE Transactions on Visualization and Computer Graphics, vol.4. no.1, pp.21–36,1998.

[26]   Christer Ericson. Real-time collision detection. Amsterdam/Boston: Elsevier, 2005.

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