Abstract

A box-tree is a bounding-volume hierarchy that uses axis-aligned boxes as bounding volumes. We describe a new algorithm to construct a box-tree for objects in a 3D scene, and we analyze its worst-case query time for approximate range queries. If the input scene has certain characteristics that we derived from our application—collision detection in industrial installations—then the query times are polylogarithmic, not only for searching with boxes but also for range searching with other constant-complexity ranges.

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