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You could do this. Basically what you would do is generate a cube for each voxel (or actually nearby voxels could share the edges). Not exactly sure what benefit you would get form this, unless your intersection algorithm is somehow extremely finely tuned. It could be useful for real time rendering or some sort of sparse structure. While your at it why not ...


2

BSP is a classic for computational geometry tasks involving polygons. However, polygonal meshes are subject to a dismaying list of pathologies such as degenerate polygons, inconsistent winding order, T-junctions, coincident vertices, cracks or holes, self-intersecting geometry, loss of coplanarity or collinearity due to roundoff error, and other such things. ...


1

In order to translate a vtkCellLocator, you have only to translate a bounding box of root octant. However this bounding box cannot be publicly accessible. So it is necessary to create a new class inheriting from a vtkCellLocator and provide access functions to get and set it directly. The following is a simple example. #include <vtkTransform.h> #...


1

Though I have never used them myself OpenGL in modern versions gives you something called "Shader Storage Buffer Object" These are buffers that you can fill with your data. They are guaranteed to be able to hold up to 16 MB of data and most implementations seem to have no problem with them taking up the whole GRAM. This feature is core since OpenGL version ...


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