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This is a better method for creating octrees by a bottom-up approach instead of using top-down subdivision. The idea is to intersect 1-D rays with the object, split the part of each ray that is inside the object into bintrees, group adjacent bintrees into quadtrees, then group adjacent quadtrees into octrees. This whole process has a systolic computation flavor. The advantage of this method is that it is easier to intersect the object with a line than with a cube. (1985)

  1. bibtexsummary:[/wrf.bib,fa-bospj-85]
  2. bibtexsummary:[/wrf.bib,fa-odscs-85]
  3. bibtexsummary:[/wrf.bib,fa-bospi-85]
  4. bibtexsummary:[/wrf.bib,af-rorhp-89]
  5. bibtexsummary:[/wrf.bib,af-rrkt-89]