This invention describes a method for computer graphics systems to quickly determine the smallest box enclosing a 3D object. It works by using the computer's existing graphics hardware, specifically its shaders and rasterizer, to process special points derived from the object's corners. This allows the system to calculate the bounding box information in a single pass, which can then be used by other applications for tasks like collision detection.
Why it matters: Filed before modern GPUs offered their current level of programmable compute power and flexible shader models. Today's graphics hardware makes implementing and benefiting from this single-pass optimization significantly more efficient, especially with the increased demand for real-time physics and complex scene interactions in gaming and virtual reality.
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