Path: utzoo!mnetor!uunet!mcvax!enea!luth!cad!sow From: sow@cad.luth.se (Sven-Ove Westberg) Newsgroups: comp.graphics Subject: Re: Help Wanted: Filling Voxels Message-ID: <996@luth.luth.se> Date: 6 Mar 88 13:51:04 GMT References: <198@dutrun.UUCP> <23153@ucbvax.BERKELEY.EDU> Sender: news@sm.luth.se Reply-To: sow@cad.luth.se (Sven-Ove Westberg) Organization: University of Lulea, Sweden Lines: 26 In article <23153@ucbvax.BERKELEY.EDU> ph@degas.Berkeley.EDU.UUCP (Paul Heckbert) writes: |[ In article <198@dutrun.UUCP> winffhp@dutrun.UUCP (ruud waij) asks | how to find the set of voxels intersecting various modeling primitives, | such as boxes, spheres, cones, and cylinders. ] | |Yes, interesting problem! Fitting a bounding box around the object and listing |that object in all voxels intersected by the bounding box will be inefficient as |it can list the object in many voxels not intersected by the object itself. |Imagine a long, thin cylinder at an angle to the voxel grid. | Yes this is a real interesting problem. But it is similar to the problem of converting a boundary representation to a block model. So it is possible to find good algorithms in the cad literature. One reference that converts a polyhedon to a block model is: Tamminen M, Samet H, Efficient Octree Conversion by Connectivity Labeling, Computer Graphics 18 (3), pp 43-51, July, 1984. Perhaps Markko Tamminen or Martti Mantyla, at Helsinki University of Technology, Finland could give us some good comments on this problem. Sven-Ove Westberg, CAD, University of Lulea, S-951 87 Lulea, Sweden. Tel: +46-920-91677 (work) +46-920-48390 (home) UUCP: {uunet,mcvax}!enea!cad.luth.se!sow Internet: sow@cad.luth.se