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Gottschalk's algorithm, which we currently use, computes an approximate best fit that is sometimes loose-fitting.
Let's check out "Fast Computation of Tight-Fitting Oriented Bounding Boxes" in Game Engine Gems 2 (includes sample code). It computes near optimal OBBs in linear time (faster than Gottschalk's).
The text was updated successfully, but these errors were encountered:
Gottschalk's algorithm, which we currently use, computes an approximate best fit that is sometimes loose-fitting.
Let's check out "Fast Computation of Tight-Fitting Oriented Bounding Boxes" in Game Engine Gems 2 (includes sample code). It computes near optimal OBBs in linear time (faster than Gottschalk's).
The text was updated successfully, but these errors were encountered: