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Showing posts from March, 2018

Triangle bounding boxes in a single byte

Just thought of a way to store the bounding box for a single triangle in only one byte. It's not really practical or something you'd ever really want to use, but what the hell. Assume we have some kind of indexed mesh structure with a list of vertex positions and a list of triangle indices:   struct Mesh {     std::vector<vec3> verts;     std::vector<uvec3> triangles;   }; We can find the bounding box of a triangle by taking the min and max of all three vertices:   vec3 Mesh::lowerBound(uint32_t tri) const {     vec3 v0 = verts[triangles[tri].x];     vec3 v1 = verts[triangles[tri].y];     vec3 v2 = verts[triangles[tri].z];     return min(min(v0, v1), v2);   }   vec3 Mesh::upperBound(uint32_t tri) const {     vec3 v0 = verts[triangles[tri].x];     vec3 v1 = verts[triangles[tri].y];     vec3 v2 = verts[triangles[tri].z];     return max(max(v0, v1), v2);   } This is nice and simple and probably way better than what I'm about to suggest. W