Skip to Main Content
3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
624 Chapter 13 Containment Methods
hidden subexpressions that can be factored out, as was shown in [Ebe03], and leads
to even faster computation but requires that the mesh faces be triangles. Using basic
mathematics, an extension was made by [Kal] to handle polygon faces, but I will
not discuss this algorithm here.
1
The implementation of the algorithm in [Ebe03]
is found in the files named
Wm4PolyhedralMassProperties. Mirtich’s implementation
of the algorithm in [Mir96] is available online. It is simple enough to set up an
experiment to compare the execution times.
Minimum-Volume Box
Naturally, a good candidate for the best-fitting bounding box of a set of points is the
OBB of minimum volume of all those OBBs that contain the points. The construc-
tion
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3D Game Engine Architecture

3D Game Engine Architecture

David Eberly
Blender 3D By Example - Second Edition

Blender 3D By Example - Second Edition

Oscar Baechler, Xury Greer
Computer Graphics

Computer Graphics

Alexey Boreskov, Evgeniy Shikin

Publisher Resources

ISBN: 9781482267303