980 Index
disk intersection (continued)
with segment, 493
disks
closest point (projection inside
disk), 390
closest point (projection outside
disk), 391
defined, 171, 389, 492
point to, 389–391
distance
between convex polyhedra, 1
geodesic, 469, 477–479
minimum, 194, 220, 226, 230,
234
positive, 221, 222, 223, 224
squared, 190, 191, 193, 194, 219
squared, between objects, 1
zero, 221, 222, 223, 224
distance algorithms (2D), 189–239
line to line, 221–222
line to planar curve, 469–471
line to ray, 222–223
line to segment, 223–224
linear component to polygon,
229–230
linear component to polyline,
229–230
linear component to polynomial
curve, 233
linear component to quadratic
curve, 231–233
point to convex polygon,
216–217
point to line, 190–191
point to orthogonal frustum,
213–216
point to polygon, 196–217
point to polyline, 194–196
point to polynomial curve,
219–221
point to quadratic curve,
217–219
point to ray, 191–192
point to rectangle, 211–213
point to segment, 192–193
point to triangle, 196–211
ray to line, 226
ray to ray, 224–226
segment to segment, 228–229
distance algorithms (3D), 365–479
geodesic distance on surfaces,
477–479
introduction to, 365
line to planar curve, 469–471
line to planar solid object,
471–472
line to polynomial surface,
467–468
line to quadric surface, 465–467
line to ray, 418–420
line to rectangle, 442–446
line to segment, 420–422
line to triangle, 434, 437–441
linear component to ORB,
450–453
linear component to rectangle,
441–446
linear component to tetrahedron,
447–465
linear component to triangle,
433–441
lines to lines, 409–412
planar curves, 472–477
point to circle, 388–389
point to convex polyhedron, 393
point to disk, 389–391
point to ellipsoid, 403–405
point to general polyhedron, 393
point to linear components,
365–3674
point to oriented bounding box,
394–397
point to orthogonal frustum,
397–401
point to planar components,
374–391
point to plane, 374–376
point to polygon, 385–388
point to polyhedron, 391–401
point to polyline, 369–374
point to polynomial curve,
405–407
point to polynomial surface,
407–409
point to quadric surface,
401–405
point to ray, 367–369
point to rectangle, 382–384
point to segment, 367–369
point to tetrahedron, 391–393
point to triangle, 376–382
ray to ORB, 464
ray to ray, 422–424
ray to rectangle, 446
ray to segment, 424–426
ray to triangle, 441
segment to ORB, 465
segment to rectangle, 446
segment to segment, 415–418
segment to triangle, 441
distributivity
addition, 42
dot product over vector addition,
90
matrix multiplication, 23
multiplication, 42
vector addition over dot product,
91
vector addition over
multiplication, 69
vector multiplication over
addition, 69
vector product, 93
Divergence Theorem, 825
divide-and-conquer method (2D),
730, 739–744
defined, 739
GetHull function, 739–740
linear-time merge, 739
Merge function, 741–743
pseudocode, 739
recursive construction, 739
walking algorithm, 740
See also convex hulls (2D)
divide-and-conquer method (3D),
748–750
defined, 748
delete algorithm, 750
discarded faces, 749
hidden/visible face detachment,
749