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Bounding overwatch

About: Bounding overwatch is a research topic. Over the lifetime, 966 publications have been published within this topic receiving 15156 citations.


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Patent
05 Mar 2002
TL;DR: In this paper, a set of first values is calculated relative to coordinates of a reference point of the reference minimum bounding shape such that each of the first values comprises a first number of significant bits fewer than a second number representing a second value associated with a corresponding one of absolute coordinates of the point.
Abstract: The apparatuses and methods described herein may operate to identify, from an index structure stored in memory, a reference minimum bounding shape that encloses at least one minimum bounding shape. Each of the at least one minimum bounding shape may correspond to a data object associated with a leaf node of the index structure. Coordinates of a point of the at least one minimum bounding shape may be associated with a set of first values to produce a relative representation of the at least one minimum bounding shape. The set of first values may be calculated relative to coordinates of a reference point of the reference minimum bounding shape such that each of the set of first values comprises a first number of significant bits fewer than a second number of significant bits representing a second value associated with a corresponding one of absolute coordinates of the point.

26 citations

Proceedings ArticleDOI
05 Aug 2011
TL;DR: This work builds upon the concept of spatially partitioning nodes during tree construction in order to reduce overlap in the presence of moving objects in bounding volume hierarchy.
Abstract: When a bounding volume hierarchy is used for accelerating the intersection of rays and scene geometry, one common way to incorporate motion blur is to interpolate node bounding volumes according to the time of the ray. However, such hierarchies typically exhibit large overlap between bounding volumes, which results in an inefficient traversal. This work builds upon the concept of spatially partitioning nodes during tree construction in order to reduce overlap in the presence of moving objects. The resulting hierarchies are often significantly cheaper to traverse than those generated by classic approaches.

25 citations

Book ChapterDOI
04 Apr 2016
TL;DR: This work shows that TFA actually can bring significant benefits in bounding the burstiness of cross-traffic and gives TFA’s existence a purpose finally, as it is known to be inferior to other methods for the overall delay analysis.
Abstract: Network calculus provides a mathematical framework for deterministically bounding backlog and delay in packet-switched networks. The analysis is compositional and proceeds in several steps. In the first step, a general feed-forward network is reduced to a tandem of servers lying on the path of the flow of interest. This requires to derive bounds on the cross-traffic for that flow. Tight bounds on cross-traffic are crucial for the overall analysis to obtain tight performance bounds. In this paper, we contribute an improvement on this first bounding step in a network calculus analysis. This improvement is based on the so-called total flow analysis (TFA), which so far saw little usage as it is known to be inferior to other methods for the overall delay analysis. Yet, in this work we show that TFA actually can bring significant benefits in bounding the burstiness of cross-traffic. We investigate analytically and numerically when these benefits actually occur and show that they can be considerable with several flows’ delays being improved by more than 40 % compared to existing methods – thus giving TFA’s existence a purpose finally.

25 citations

01 Jan 2015
TL;DR: An algorithm, called Bonsai, is presented for rapidly building bounding volume hierarchies for ray tracing and a novel and inexpensive optimization technique, called mini-tree pruning, is introduced that can be used to detect and improve poorly built parts of the tree.
Abstract: We present an algorithm, called Bonsai, for rapidly building bounding volume hierarchies for ray tracing. Our method starts by computing midpoints of the triangle bounding boxes and then performs a rough hierarchical top-down split using the midpoints, creating triangle groups with tight bounding boxes. For each triangle group, a mini tree is built using an improved sweep SAH method. Once all mini trees have been built, we use them as leaves when building the top tree of the bounding volume hierarchy. We also introduce a novel and inexpensive optimization technique, called mini-tree pruning, that can be used to detect and improve poorly built parts of the tree. We achieve a little better than 100% in ray-tracing performance compared to a "ground truth" greedy top-down sweep SAH method, and our build times are the lowest we have seen with comparable tree quality. (Less)

25 citations

Proceedings ArticleDOI
10 May 1999
TL;DR: A novel time coherence scheme which utilizes coherence on these bounds, rather than coherence derived from the geometry of the bounding volumes or from the geography of the underlying model, is described, which can more than double the speed of a noncoherent approach.
Abstract: Minimum distance computations on complex geometry commonly employ hierarchies of bounding volumes that are pruned through establishment of upper and lower bounds. In this paper we describe a novel time coherence scheme which utilizes coherence on these bounds, rather than coherence derived from the geometry of the bounding volumes or from the geometry of the underlying model. This method is thus independent of the bounding volume and model representations. In tests, we find using this approach can more than double the speed of a noncoherent approach.

25 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023714
20221,629
2021155
202075
201973
201850