open question if this worst case behavior can be strictly improved.
On the other end, I believe that Ω(n
3/2
) is a lower bound that can-
not be circumvented by any algorithm that is based on enumerating
edge configurations of the hull.
In some applications it is more useful to find an enclosing OBB that
minimizes the surface area of the box rather than the volume. The
presented algorithm can be trivially adapted to optimize the sur-
face area instead of the volume, but it is unclear however whether
this will result in optimal minimum surface area OBBs. Due to the
already lengthy treatise presented in this paper, this kind of exami-
nation was left out for later.
Solving conjecture 7.1 will probably need to examine the volume of
an OBB as a function of a given basis. O’Rourke suspected that this
function might have local minima in configurations where the OBB
is flush with exactly two edges and four vertices of the polyhedron,
but noted that he had not found evidence of this in practice. If such
a configuration exists that is a global minimum, it will disprove the
optimality of the new algorithm presented here. Despite attempts
at producing such a configuration via computer search, I have not
been able to find a counterexample. In fact, such a configuration
does not seem to exist even as a local minimum. Therefore it raises
a question whether conjecture 7.1 could even be strengthened to
apply to all local minima of the volume function.
Acknowledgements
I would like to thank Kalle Lepp
¨
al
¨
a and Ilari Vallivaara for each of
the many pleasing and insightful conversations on the topic.
References
BARBER, C. B., DOBKIN, D. P., AND HUHDANPAA, H. 1996.
The quickhull algorithm for convex hulls. ACM TRANSAC-
TIONS ON MATHEMATICAL SOFTWARE 22, 4, 469–483.
BAREQUET, G., AND HAR-PELED, S. 2001. Efficiently approxi-
mating the minimum-volume bounding box of a point set in three
dimensions. J. Algorithms 38, 1 (Jan.), 91–109.
BARTZ, D., KLOSOWSKI, J. T., STANEKER, D., INTERAKTIVE
SYSTEME, G., AND T
¨
UBINGEN, U., 2005. Visual computing
for medicine.
BORCKMANS, P. B., AND ABSIL, P.-A. 2010. Oriented bounding
box computation using particle swarm optimization. In ESANN.
CHAN, C. 2003. Minimum Bounding Boxes and Volume Decom-
position of CAD Models. University of Hong Kong.
CHANG, C.-T., GORISSEN, B., AND MELCHIOR, S. 2011.
Fast oriented bounding box optimization on the rotation group
SO(3,R). ACM Trans. Graph. 30, 5 (Oct.), 122:1–122:16.
DIMITROV, D., KNAUER, C., KRIEGEL, K., AND ROTE, G. 2009.
Bounds on the quality of the pca bounding boxes. Comput.
Geom. Theory Appl. 42, 8 (Oct.), 772–789.
DOBKIN, D. P., AND KIRKPATRICK, D. G. 1990. Determining
the separation of preprocessed polyhedra: A unified approach.
In Proceedings of the Seventeenth International Colloquium on
Automata, Languages and Programming, Springer-Verlag New
York, Inc., New York, NY, USA, 400–413.
EBERLY, D. H. 2006. 3D Game Engine Design, Second Edition: A
Practical Approach to Real-Time Computer Graphics (The Mor-
gan Kaufmann Series in Interactive 3D Technology). Morgan
Kaufmann Publishers Inc., San Francisco, CA, USA.
ERICSON, C. 2004. Real-Time Collision Detection (The Morgan
Kaufmann Series in Interactive 3-D Technology) (The Morgan
Kaufmann Series in Interactive 3D Technology). Morgan Kauf-
mann Publishers Inc., San Francisco, CA, USA.
FILHO, M. G., AND DE AVILA RIBEIRO JUNQUEIRA, R. 2010.
Chinese postman problem (cpp): solution methods and compu-
tational time. Int. J. of Logistics Systems and Management.
FREEMAN, H., AND SHAPIRA, R. 1975. Determining the
minimum-area encasing rectangle for an arbitrary closed curve.
Commun. ACM 18, 7 (July), 409–413.
GAMEDEV.NET. How to create oriented bounding box.
GAMMA GROUP, 2008. 3d meshes research database of
the group g
´
en
´
eration automatique de maillages et m
´
ethodes
d’adaptation, inria, france. [software, website]. Avail-
able at https://www-roc.inria.fr/gamma/gamma/
download/download.php.
GEOMETRIC TOOLS LLC. Mathematics: Computational geome-
try.
GOTTSCHALK, S., LIN, M. C., AND MANOCHA, D. 1996.
Obbtree: A hierarchical structure for rapid interference detec-
tion. In Proceedings of the 23rd Annual Conference on Com-
puter Graphics and Interactive Techniques, ACM, New York,
NY, USA, SIGGRAPH ’96, 171–180.
GREGORIUS, D., 2014. The 3d quickhull algo-
rithm. Game Developers Conference. Available at
http://www.gdcvault.com/play/1020141/
Physics-for-Game-Programmers.
JYL
¨
ANKI, J., 2011–2015. MathGeoLib: A C++ library for
3D mathematics and geometry manipulation. Available at
http://clb.confined.space/MathGeoLib/ and https://
github.com/juj/MathGeoLib/.
KAY, T. L., AND KAJIYA, J. T. 1986. Ray tracing complex
scenes. In Proceedings of the 13th Annual Conference on Com-
puter Graphics and Interactive Techniques, ACM, New York,
NY, USA, SIGGRAPH ’86, 269–278.
LARSSON, T., AND K
¨
ALLBERG, L. 2011. Fast computation of
tight-fitting oriented bounding boxes. In Game Engine Gems 2,
E. Lengyel, Ed. A K Peters, 3–19.
MEGIDDO, N. 1982. Linear-time algorithms for linear program-
ming in r3 and related problems. In Foundations of Computer
Science, 1982. SFCS ’08. 23rd Annual Symposium on, 329–338.
O’ROURKE, J. 1985. Finding minimal enclosing boxes. Interna-
tional Journal of Computer & Information Sciences 14, 3, 183–
199.
SCHNEIDER, P. J., AND EBERLY, D. 2002. Geometric Tools for
Computer Graphics. Elsevier Science Inc., New York, NY, USA.
STACKOVERFLOW. Creating oobb from points.
TOUSSAINT, G. 1983. Solving geometric problems with the rotat-
ing calipers. In Proc. IEEE MELECON ’83, 10—02.
TROUTMAN, N. Calculating minimum volume bounding box.
WELZL, E. 1991. Smallest enclosing disks (balls and ellipsoids). In
Results and New Trends in Computer Science, Springer-Verlag,
359–370.