paired thanks to the classification of the intersection.
The method is designed for data in which we can
expect a lot of boundary cases participating in the in-
tersection boundary. We have tested the method on
an example of two intersecting edge-aligned cuboids,
where every segment of the intersection boundary
represents a boundary case. We have also tested the
method on a scene composed of several Stanford bun-
nies and Stanford dragons (Levoy et al., 2005) to
demonstrate the correct behavior of the method in
larger scene containing many intersection boundaries.
Our experiments proved that the method can find the
correct solution even in these non-trivial situations.
The correct behavior of the method can be guaran-
teed only if the maximum error ε of the calculation is
smaller than the shortest edge of the mesh. For mod-
els that contain almost degenerate edges the algorithm
may not be working correctly because the calculation
error may corrupt the output of the method.
As the method works with single precision float-
ing point arithmetic, it could be implemented on the
GPU, where the higher precision operations can be
very expensive. The transformation of the algorithm
to be able to run it on the GPU is one of the possible
avenues for this work.
ACKNOWLEDGEMENTS
This work has been supported by the project SGS-
2016-013 - Advanced Graphical and Computing Sys-
tems.
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