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",
}
