# Geometric data structures for computer graphics

@inproceedings{Langetepe2002GeometricDS, title={Geometric data structures for computer graphics}, author={Elmar Langetepe and Gabriel Zachmann}, booktitle={Eurographics}, year={2002} }

The goal of this tutorial is to present a wide range of geometric data structures, algorithms and techniques from computational geometry to computer graphics practitioners. To achieve this goal we introduce several data structures, discuss their complexity, point out construction schemes and the corresponding performance and present standard applications in two and three dimensions.

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## 92 Citations

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The connection between rendering algorithms and sorting and searching as classical problems studied in computer science is shown and the underlying data structures and their enhancements are presented in the context of specific rendering algorithms such as ray tracing, photon mapping, and hidden surface removal.

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Of the three mesh simplification approaches presented here, the first one attempts to simplify polygonal models with the highest possible quality, the second, applies the developed technique to out-of-core simplification, and the third, prevents selfintersections of the model surface that can occur duringMesh simplification.

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A culling algorithm that serves as a generalization of the Separating Axis Theorem for non parallel axes, based on the well‐known concept of support planes is presented, demonstrating its high culling efficiency and in its application, significant improvement of timing performance with different types of bounding volumes and support plane mappings for rigid body simulations.

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An attempt at realizing the symbolic power of GA in practice by proposing a novel GA-based geometric code generator, called GMac, which is illustrated through a ray tracing application.

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