Fast Projected Area Computation for Three-Dimensional Bounding Boxes

Dieter Schmalstieg and Robert F. Tobler
Vienna University of Technology

This paper appears in issue Volume 4, Number 2.
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Abstract

The area covered by a three-dimensional bounding box after projection onto the screen is relevant for view-dependent algorithms in real-time and photorealistic rendering. We describe a fast method to compute the accurate two-dimensional area of a three-dimensional oriented bounding box, and show how it can be computed equally fast or faster than its approximation with a two-dimensional bounding box enclosing the projected three-dimensional bounding box.

Author Information

Dieter Schmalstieg, Vienna University of Technology, Karlsplatz 13/186/2, A-1040 Vienna, Austria dieter@cg.tuwien.ac.at

Robert F. Tobler, Vienna University of Technology, Karlsplatz 13/186/2, A-1040 Vienna, Austria rft@cg.tuwien.ac.at

Addendum

Sample C++ code implements the method described in the paper, including the hull vertex data table.

BibTeX Entry

@article{SchmalstiegTobler99,
  author = "Dieter Schmalstieg and Robert F. Tobler",
  title = "Fast Projected Area Computation for Three-Dimensional Bounding Boxes",
  journal = "journal of graphics, gpu, and game tools",
  volume = "4",
  number = "2",
  pages = "37-43",
  year = "1999",
}