ABSTRACT

In most applications involving computation with 3D geometric models, manipulating objects and generating images of objects are crucial operations. Performing these operations requires determining for every frame of an animation the spatial relations between objects: how they might intersect each other, and how they may occlude each other. However, the objects, rather than being monolithic, are most often comprised of many pieces, such as by many polygons forming the faces of polyhedra. The number of pieces may be anywhere from the 100's to the 1,000,000's. To compute spatial relations between n polygons by brute force entails comparing every pair of polygons, and so would require O(n 2). For large scenes comprised of 105 polygons, this would mean 1010 operations, which is much more than necessary.