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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
8.1 The Method of Separating Axes 409
{
return 0;
}
}
return posCount?1:-1;
}
In the worst case, the polygons do intersect. We have processed N
0
edge normals of
C
0
, each requiring N
1
projections for C
1
, and N
1
edge normals of C
1
, each requiring
N
0
projections for C
0
. The total number of projections is 2N
0
N
1
, still a quadratic
quantity but considerably smaller than (N
0
+ N
1
)
2
.
We can do even better in an asymptotic sense as the number of vertices becomes
large, using the extremal query for convex polygons mentioned in Section 8.1.1. For
a polygon of N
0
vertices, the bisection is of order O(log N
0
), so the total algorithm
is O(max{N
0
log N
1
, N
1
log N
0
}). However, in practice the values of N
0
and N
1
are
sufficiently small that the asymptotic performance is not relevant. ...
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Publisher Resources

ISBN: 9781482267303