(in WR FranklinResearch)

This is a better method for creating octrees by a bottom-up approach instead of using top-down subdivision. The idea is to intersect 1-D rays with the object, split the part of each ray that is inside the object into bintrees, group adjacent bintrees into quadtrees, then group adjacent quadtrees into octrees. This whole process has a systolic computation flavor. The advantage of this method is that it is easier to intersect the object with a line than with a cube. (1985)

  1. Building an Octree from a Set of Parallelepipeds. Wm Randolph Franklin and Varol Akman. IEEE Computer Graphics and Applications, 5(10):58-64, oct 1985. (paper).
  2. Octree Data Structures and Creation by Stacking. Wm Randolph Franklin and Varol Akman. In Computer Generated Images, State of the ArtSpringer-Verlag, , 1985.
  3. Building an Octree from a Set of Parallelepipeds. Wm Randolph Franklin and Varol Akman. In Graphics Interface, 1985. (paper).
  4. Representing Objects as Rays, or How to Pile up an Octree?. Varol Akman and Wm Randolph Franklin. Computers and Graphics, 13(3):373-379, 1989. (paper).
  5. Ray Representation for K-d Trees. Varol Akman and Wm Randolph Franklin. Pattern Recognition Letters, Nov 1989. (paper).


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