On Ray Shooting for Triangles in 3-Space and Related Problems
Esther Ezra, Micha Sharir

TL;DR
This paper introduces improved algorithms for various 3D line and triangle intersection problems using polynomial partitioning, significantly enhancing query efficiency and storage tradeoffs over previous methods.
Contribution
The paper presents novel algorithms for ray shooting and related problems in 3D, achieving better time and space complexity bounds using polynomial partitioning techniques.
Findings
Ray shooting query time improved to O(n^{1/2+ε})
Storage requirement for ray shooting is O(n^{3/2+ε})
New tradeoff between storage and query time for multiple queries
Abstract
We consider several problems that involve lines in three dimensions, and present improved algorithms for solving them. The problems include (i) ray shooting amid triangles in , (ii) reporting intersections between query lines (segments, or rays) and input triangles, as well as approximately counting the number of such intersections, (iii) computing the intersection of two nonconvex polyhedra, (iv) detecting, counting, or reporting intersections in a set of lines in , and (v) output-sensitive construction of an arrangement of triangles in three dimensions. Our approach is based on the polynomial partitioning technique. For example, our ray-shooting algorithm processes a set of triangles in into a data structure for answering ray shooting queries amid the given triangles, which uses storage and preprocessing, and answers a query in…
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Taxonomy
TopicsComputational Geometry and Mesh Generation · Digital Image Processing Techniques · Data Management and Algorithms
