Papers by Topic
Geometry (3D) > Distance, Inclusion, & Intersection Testing
An Efficient Ellipsoid-OBB Intersection Test. 13:1 (2008), 31–43.
by Thomas LarssonA High-Performance Method for Calculating the Minimum Distance Between Two 2D and 3D NURBS Curves. 11:1 (2006), 37–50.
by YingLiang Ma, W. T. Hewitt, and Martin TurnerReal-Time Collision Deformations using Graphics Hardware. 10:4 (2005), 1–22.
by Pawel Wrotek, Alexander Rice, and Morgan McGuireAn Efficient Ray-Quadrilateral Intersection Test. 10:4 (2005), 23–32.
by Ares Lagae and Philip DutréA Voxel-Based Approach to Approximate Collision Handling. 10:4 (2005), 33–48.
by John Dingliana and Carol O’SullivanFast 3D Line Segment—Triangle Intersection Test. 10:3 (2005), 13–18.
by Nick ChirkovAn Efficient Point Classification Algorithm for Triangle Meshes. 10:3 (2005), 27–35.
by R. Segura, F. R. Feito, J. Ruiz de Miras, J. C. Torres, and C. OgáyarAn Evaluation Framework for Ray-Triangle Intersection Algorithms. 10:2 (2005), 13–26.
by Marta Löfsted and Tomas Akenine-MöllerAn Efficient and Robust Ray-Box Intersection Algorithm. 10:1 (2005), 49–54.
by Amy Williams, Steve Barrus, R. Keith Morley, and Peter ShirleyRay Bilinear Patch Intersections. 9:3 (2004), 41–47.
by Shaun D. Ramsey, Kristin Potter, and Charles HansenCAB: Fast Update of OBB Trees for Collision Detection Between Articulated Bodies. 9:2 (2004), 1–9.
by Harald Schmidl, Nolan Walker, and Ming LinFast Distance Computation Between a Point and Cylinders, Cones, Line-Swept Spheres and Cone-Spheres. 9:2 (2004), 11–19.
by Aurélien Barbier and Eric GalinFast Ray-Axis Aligned Bounding Box Overlap Tests with Plücker Coordinates. 9:1 (2004), 35–46.
by Jeffrey Mahovsky and Brian WyvillFast Ray-Tetrahedron Intersection Using Plücker Coordinates. 8:4 (2003), 37–48.
by Nikos Platis and Theoharis TheoharisA Fast Triangle-Triangle Overlap Test Using Signed Distances. 8:1 (2003), 17–24.
by Hao Shen, Pheng Ann Heng, and Zesheng TangFast and Robust Triangle-Triangle Overlap Test using Orientation Predicates. 8:1 (2003), 25–42.
by Philippe Guigue and Olivier DevillersClosest Point Query among the Union of Convex Polytopes Using Rasterization Hardware. 7:4 (2002), 43–51.
by Young J. Kim, Kenneth Hoff, Ming C. Lin, and Dinesh ManoshaFast Tetrahedron-Tetrahedron Overlap Algorithm. 7:2 (2002), 17–26.
by Fabio Ganovelli, Frederico Ponchio, and Claudio RocchiniFast and Accurate Circle-Circle and Circle-Line 3D Distance Computation. 7:1 (2002), 23–32.
by David VranekFast 3D Triangle-Box Overlap Testing. 6:1 (2001), 29–33.
by Tomas Akenine-MöllerOptimized View Frustum Culling Algorithms for Bounding Boxes. 5:1 (2000), 9–22.
by Ulf Assarsson and Tomas MöllerA Shaft Culling Tool. 5:1 (2000), 23–26.
by Eric HainesSlicing-Based Volumetric Collision Detection. 4:4 (1999), 23–32.
by Michael Boyles and Shiaofen FangA Fast and Robust GJK Implementation for Collision Detection of Convex Objects. 4:2 (1999), 7–25.
by Gino van den BergenIntersection Test for Collision Detection in Particle Systems. 4:1 (1999), 25–37.
by Evaggelia-Aggeliki Karabassi, Georgios Papaioannou, Theoharis Theoharis, and Alexander BoehmEfficiency Issues for Ray Tracing. 3:2 (1998), 1–14.
by Brian SmitsEfficient Collision Detection of Complex Deformable Models using AABB Trees. 2:4 (1997), 1–14.
by Gino van den BergenERIT: A Collection of Efficient and Reliable Intersection Tests. 2:4 (1997), 25–44.
by Martin HeldA Fast Triangle-Triangle Intersection Test. 2:2 (1997), 25–30.
by Tomas MöllerFast, Minimum Storage Ray-Triangle Intersection. 2:1 (1997), 21–28.
by Tomas Möller and Ben Trumbore
