OBD talk:PNTA: Difference between revisions

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(doubts about the bounding sphere alg)
 
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;From [http://www.gamedev.net/reference/programming/features/welzlminsphere/default.asp HERE]
;From [https://web.archive.org/web/20090520145941/http://www.gamedev.net/reference/programming/features/welzlminsphere/default.asp HERE]
:A description of some of the basic algorithms and their shortcomings is listed below:  
:A description of some of the basic algorithms and their shortcomings is listed below:  
#The mean of the input points – This very simple and linear algorithm is the simplest of all but can give extremely bad results due to point clustering. The sphere can have up to twice the optimal radius. Clearly this is not the way to go.
#The mean of the input points – This very simple and linear algorithm is the simplest of all but can give extremely bad results due to point clustering. The sphere can have up to twice the optimal radius. Clearly this is not the way to go.
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AFAIK, [[OniSplit]] uses 1, and as for Oni, it may even be using "0" (a sphere ''containing'' the AABB). Is this correct?
AFAIK, [[OniSplit]] uses 1, and as for Oni, it may even be using "0" (a sphere ''containing'' the AABB). Is this correct?
:[[User:Geyser|geyser]] 23:22, 24 May 2008 (CEST)
:[[User:Geyser|geyser]] 23:22, 24 May 2008 (CEST)
{{OBD}}