Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!rutgers!cs.utexas.edu!uunet!seismo!esosun!cogen!celerity!celit!hutch From: hutch@celerity.uucp (Jim Hutchison) Newsgroups: comp.graphics Subject: Re: Triangle/Triangle Intersection Message-ID: <338@celit.UUCP> Date: 16 Jun 89 17:23:38 GMT References: <18798@vax5.CIT.CORNELL.EDU> Sender: news@celerity Reply-To: hutch%celerity.UUCP@ucsd.ucsd.EDU (Jim Hutchison) Organization: FPS Computing Lines: 13 When you are doing 3-D with a lot of objects to be discarded, a good trivial test is either a sphere test or a bounding cube test. Choice of which depends on the object. Probably for the triangles you'd want to use a cube. You might even gain a good deal of performance from sorting them out in a quad tree (depending on spatial distribution). That would get you in the O(n) range instead of the O(n^n) range where you compare everything with everything. Even if you can't get good groupings, it would be o.k. to have some duplication in the lower branches of the tree to avoid the n^n cost. Ofcourse with overlap you will need to keep some notion of whether or not a node (triangle in this case) has been processed. Sounds like a neat problem, what's it for? /* Jim Hutchison {dcdwest,ucbvax}!ucsd!celerity!hutch */ /* Disclaimor: I am not an official spokesman for FPS computing */